U no take Loot! by Orni 2015-09-01T13:05:00
A fun little survival-style entry. I definitely can see potential for this to become a full title. :)
Foon → Ludum Dare Explorer → Users → HappyHour
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 55 | Summoning | ONMYOBUSTER | jam | 123 | 4.06 | 4.04 | 3.32 | 4.12 | 4.56 | 3.97 | ||||
| 2018 | 42 | Running out of space | Elevator Maximum | jam | 461 | 3.51 | 3.37 | 3.09 | 3.34 | 4.37 | 3.76 | ||||
| 2015 | 33 | You are the Monster | Madboss | jam | 481 | 3.26 | 3.07 | 3.49 | 4.07 | 3.58 | 3.89 | 3.26 | 82 |
A fun little survival-style entry. I definitely can see potential for this to become a full title. :)
Compelling take on what is considered a mundane/unwanted/evil job in real life. Totally digging the visual design and layouts.
Stylin'!
Pleasantly surprised by this one. Unique and responsive control scheme + nicely fitting audio and visuals.
That is one pissed off slime! It feels great to dash into and break everything. :D
I love the sprites and the monster design. He looks so frantic!
The controls are very satisfying. Couldn't get enough of hacking away and planting death seeds. :)
I love the aesthetics on this one! I normally don't gravitate to FPS-style games so the simple controls were very welcoming. I think if the movement was a little faster, it'd be pretty exciting.
I am the ramen monster...!
Very bizarre but entertaining entry. I dig.
The awkward tension that builds up between the characters is presented well. Great narrative-based submission.
Pretty sweet. Wasn't expecting to play a traditional adventure game for this theme.
Deceptively challenging! The corpses piling up is a fun little touch.
That is one bored monster.
Felt pretty smooth to play and gradually getting more abilities from the powerups was satisfying. Kudos for 2.5! :)
Medusa is my kind of lady. An amusing take on the theme!
I got caught off-guard by the build up. I feel like the interpretive visuals work well with your theme. Good work!
Great color palette and pixel art. :)
Loved the responsive controls and the music. Haven't had a chance to try out the online mode, but hope to soon.
Definitely one of the funniest ones I've played so far. The sudden boss fight completely caught me off guard. Great work!
Difficult but pretty enjoyable once you get the pedal rhythm down!
Unique take on the theme and a successful derivative of an existing game. I enjoyed this one.
Super satisfying to play!
Very stylish! The game itself is easy to pick up and hard to put down. It's also welcome to see a different take on the Monster Boss/CEO. Great job!
Definitely liking the turn-based controls and the stealth element goes well with it. The "No Yeti" doormat gave me a good chuckle.
Very challenging and a good take on the normal platforming controls.
A fresh narrative take on the theme. :)
The animations are cute! Very bouncy. It certainly feels good to hit multiple tourists with a single coconut.
So stylish! I really dig the presentation and the design of the player character.
Always a fan of overhead view games. Would love to see a fully fleshed out version of this. :)
I love the monster designs. It's welcoming to see an entry with a completely unexpected genre.
Really diggin' the visuals. :)
I think the game could feel a little more fluid if you could cancel your attacks into the roll, but that's just a personal taste. Solid entry, overall.
The pacing is pretty relaxing and it works nicely for the style of game. The puzzle elements involving the different units is a good touch as well.
Excellent sprite work. Pretty addicting once you get into the groove and the rules/enemy patterns are intuitive enough to learn as you play. Great work!
The playstyle wasn't what I was expecting initially, but I was pleasantly surprised. Gradually building up money and watching your ship grow is pretty fulfilling. Had fun with this one!
Incredible level of polish on this one!
I ate her! Cute visuals and audio :)
The simple but super solid controls made for a satisfying playthrough. Digging the design of the player character.
Geese are evil! They are the real monsters.
Amusing little game!
Mixing and matching the kaiju's appearance is a lot of fun. I could see this being a pretty intricate game if you guys continue to work on it.
That charged shockwave move is way too fun. I admittedly have a soft spot for overhead view games and this one's a keeper.
Lovin' the visuals and the design of the yeti. Skating around feels great!
Nice job on your first game!
This is pretty fun once you get used to the attack timing and the music is pleasant!
The mask swapping is a fun little touch. Digging the aesthetics.
Fire and dragon yessssss.
It is very satisfying to fly around with these controls.
That's a lot of poop! Hilarious take on the theme.
I dig this one a lot. I think you did a fine job integrating the werewolf theme into your mechanics and the combat is simple but satisfying. I spent a good while beating up that training dummy in the beginning before progressing.
Well-executed and consistent. What a cute little monster! :)
Charming designs for the numerous alien races. This kind of genre isn't my forte, but I definitely see potential for the title to be expanded post-jam.
I'm getting a very dreamcast-y vibe from the visuals and I really dig it. Fun little shmup entry. :)
Pretty challenging but I love the concept. Sick beats.
The character is a bit difficult to control but this one has potential. :)
The design of the player character is very cute. Digging the music; it's pretty catchy.
Finally got a chance to sit down and try this out. The spritework is very charming. I dig the simplicity and I would love to see this expanded with more levels. :D
Chaotic, but hilariously satisfying. I always welcome more entries like these.
Roundhouse-kicking virtual children as cookie monster made my evening.
Simple, challenging, and sweet!
Pretty unique in that, outside of dodging them, I'm usually never looking at what the bullets look like quite this closely when playing a normal shmup. I think this idea has a lot of potential.
I love this interpretation. The execution is clever and the threat of running out of disk space is very relatable. :D Really digging the minimal look of the cute faux OS.
This one could have felt too straight to the point with the theme but the appropriate uncontrollable blobbiness of the controls really adds to the uniqueness. Personally for me the smothering happened naturally as the blob got bigger, so I think the message vs mystery levels check out. The shark fin on the pink blob is a cute touch.
Clever level designs and I love how much you get accomplished with minimal assets. The sound effects when you step on the ice panels are super cute!
Great work with the inventory system. The auto-equip on pickup is a nice touch and fits the theme well.
This one took a bunch of tries to wrap my head around but in the end I enjoyed it. Good turn-based take on the theme as well.
Insane polish levels. Love the mechanic and the Out of This World-esque cutscene visuals.
That chorus was gold. Wasn't familiar with your previous entries, so I had no idea what I was getting into but this was an enjoyable visual novel style experience. Encountered a minor bug(?) where the game froze on me at the "please mother nature" part of the lyrics.
Killer artwork and a cute narrative. Personally I've never seen an adventure game presented in this type of web format, so it was a fresh take for me. Wondering if there's more like this? Being able to scroll back on the previous choices and the checkpoint restarts were also very handy. Great work to everyone involved!
I really enjoyed this one. It's an unexpected but very clever take on the theme. Taking mundane real life work and turning it into frantic micro-managing situations in games is the type of stress I love. Having to leave the home position with my left hand to fix certain errors definitely made it challenging. As a side note, I'd love to hear the transcript of the story turned into some overly serious radio drama/audio book reading.
Kudos to everyone involved!
I dig the bold visuals as well as the character designs. Great spritework + color palette! Being able to use the corpses as an additional weapon is also a nice touch and the mechanic I found the most fun personally.
This is the kind of scientist I want to become when I grow up.
Simple but solid concept paired with appropriately cute visuals. The bed upgrades are scaled nicely too; always available just around the right increments. Dealing with the physics and the shapes of the cats are definitely the charm points.
Loved the dream-like visual touches, especially the day/night cycle. The npc dialogue and narrative was unexpected but welcome. Great work.
Super dope aesthetics. I'm personally not a fan of tank/plane controls with an overhead view but the sense of speed you get from this one feels pretty natural and comfortable. Really wondering where you were going with this because the 2D to 3D mechanic seems like it could lead to some entertaining results. Would love to see a follow up to this concept someday.
Super solid monochrome visuals + snappy mechanics!
This is a pretty sick entry. Flat bitmaps + minimalistic visuals/palettes in a 3d space is an aesthetic I really dig, so visually this one had me pretty hooked off the bat. The speedy and simple ruleset complimented the graphics well.
Shooting felt really satisfying with the accompanying sound + visual effects. The floor rebuild effect looked especially cool. One sequence of actions I couldn't stop doing was: jumping up, looking straight down, and hitting space to watch the square blue wave rebuild the floor.
The mouse leaving focus from the screen was a bit of a nuisance, but I was having enough to fun to deal with it and keep playing. (I'd definitely upload the fix!) Would love to see a post-jam version or future projects like this. :D
It's a direct and to the point interpretation of the theme, but it's well-executed and very easy to understand overall. It took me a few tries to realize I needed to activate the ship and take off, but the core mechanics of the shrinking/destructible space were easy to comprehend. Good work to everyone involved!
Despite the time constraints and the bugs, I think this turned out well and I had an enjoyable time. It's a simple but elegant concept. I love the snappy 2-step process of moving around the shipments, and the sense of urgency when the line piles up near the end zone. I found it all appropriately stressful, going well with the setting and the gameplay style. For purposes of speedy box transferring, my preferred control scheme was to use WSAD and the control key. One graphic-related feature I think I would find pretty convenient is to be able to see the color of the box you're currently holding a bit more distinctly. (Maybe the crane changes color?) Looking forward to future projects!
Incredibly unique take on the theme, both in subject matter and in gameplay style. Don't get to see too many menu-driven games like this, so this one was a welcome addition. It was strangely addictive and I ended up playing it for a while. All the flavor text was super-charming. Would love to see more approaches like this.
If only dealing with malware was nearly as this interesting. Love the overall motif. Great work y'all.
Digging the ice mechanic for the sense of space control. The warp mechanic plays nicely with the rest of the controls. Could totally see this being expanded with more stages/powerups and such.
All around solid work. Fits the theme well, easily understandable gameflow, and responsive controls. I expected the thin objects would've been difficult to grab but wasn't the case at all.
Thumbs up! Great FPS take on the theme. The idea is well-executed and you can understand the rules without any difficulty. I love the enemy designs and how each one looks distinctly different from each other. The small pushback adds a good deal of oomph to your attacks. I found it a little difficult to tell when I was taking damage. I think some screen/hit effects on impact would feel pretty good with the rest of the mechanics.
Love the character designs and the art style. The top down perspective works well with the blocky look. The cardinal aiming controls felt a bit stiff but the mop attack's big range made up for it.
Super cool visuals. Really digging the color scheme, the in-your-face UI, and the sense of speed when you get things going. The sounds and music are a great fit with the visual elements. I share similar sentiments about not being to see things directly in front of the ship or slowing down too much at low spice, but as a whole it didn't bother much. Good work all!
I think the idea has a lot of potential and I think it turned out pretty good for the time you had available. The destructible floors handled the limitation of space pretty well. The inventory slots and the weapon use limit was a good compliment to the floors, but I found having to drag the weapon multiple times was maybe too inconvenient.
This one was really well done and I couldn't stop playing it. The music went really well with the outer space motif. I got pretty close to 5 turrets but I ran into an unfortunate bug where I couldn't exit out of a turret. I'll have to give another go after I try out some other entries. Nonetheless, great work to everyone involved.
Thanks for everyone that played it so far. I pretty much agree with everything in terms of what could have been added and things in regards to the difficulty. :) I unfortunately only had Sunday to work on this jam, so I decided to place most of my bets on the visuals and player control feeling good while compromising in a million other areas.
@carraka Much thanks for all the thorough feedback! Yup, it is definitely one of those endless mode type of deals. In terms of difficulty, the overall enemy count and the number of those purple roadblocky guys have a higher chance of increasing as the floors go up. Those numbers and along with things you pointed out are one of many things I probably could have adjusted better. I'll keep all of that in mind for future projects.
@candlebird Thanks for the feedback! Definitely agree with you about the difficulty curve. As it is, it's pretty badly implemented. Don't feel bad for those guys, they're terrible people with lots of money. :D
@pkenney Glad you enjoyed the animations. :D Next time, I'll do my best to have more time to work on the enemy behavior. I would've loved for them to fight back too.
@powerauer @micdoes Much thanks!
@joloujed Thank you for the feedback! It is definitely a super shallow game, no matter how you slice it haha.
@raivk Happy to hear that you enjoyed it. Uppercutting is fun :D
@dylan-shumway Thank you. Definitely agree with you in terms of the lack of tension. I think part of me really just wanted to make a pure beat'em up but only went halfway on both vibes to try and fit it to the theme.
@happy Much thanks. Funny enough, I originally had jumping but took it out near the end of the day because the lack of it contributed to feeling like space was running out. Though, you're totally right that it could've used another sort of action or movement option other than just punching. Probably should've just left it in. >:D
@devilzinn @singrid Thanks you guys! :)
@merpader Haha, that ended up happening to me a lot too! Just my luck.
@maroovan Much thanks for the indepth feedback! I definitely tried to put my weight into the visuals and the gamefeel with my limited time, and I'm happy to hear that it's the most noticeable thing. :D This particular project wasn't influenced by his work, but I am a long time fan of Bryan Lee O'Malley since the early internet days. And you got it, the sounds are from bfxr. So handy!
I have a handful of unfinished prototypes lying around on drives but nothing else up at the moment. I do plan to continue to participate in more jams and upload random projects from here on out, so feel more than free to follow my itchio page.
@yetman Thanks for giving it a go! Yeah, admittedly it's a pretty shallow game in its current form and what you described is pretty much the optimal "strategy." So, I really can't blame ya for feeling that way haha. :D Unless of course, you're going for score but I don't think anyone would bother with something like that; there's too many other interesting games to try out!
@larryseinfeld Dang, that's pretty high. Good stuff! Glad to hear you enjoyed that contrast. :D
@gaming-night Thank you for the kind words!
@poffle Super thanks! I def want to make a beat'em up in the near future.
@tigerj Thanks again for the all the feedback and comments. It was a blast to watch you enjoying it on stream. I'll be keepin' an eye for the jams you are hosting later this year. :D
Love the main character's look and color palette. I love 2-step game patterns like the 'kill then sweep' your team implemented in here. This idea would be cool to see expanded into a bigger thing.
I'm a fan of picross so I was delighted to see an entry that used nonograms for the summoning theme. While there was no sense of urgency, that is what I enjoyed about it. I think it'd be great to see this developed further into a fleshed out puzzle game.
Love the overall vibe. Great aesthetics and tunes.
having mouse sensitivity control sealed the deal for me. easy to understand gameplay + both weapons felt meaningful and felt naturally distinctive on when they were useful. i had fun with this one.
@landerack thank you. if i ever do a followup, i'll definitely consider some movement options.
@ategon hey thanks again for trying it out. totally fine with it being used for the video.
Glitchiness aside, I feel like this idea has a lot potential. Also thank you for that amazing game over screen.
Nice take on the theme. The song with the vocals kind of owns honestly lmao.
Well executed. The scoop with the kiss mark is def my favorite thing.
Congrats on your first godot game. Good on you for going through with it.
Chill af.
Digging the bold palette and spritework.
Cute and consistent visuals/audio. Was pretty fun once it got going.
Cool choice to go with something narrative focused. Def got the mood down.
congrats on your first entry and good on you for sticking through with it. i think you came up with conceptually something very amusing. hope you stick with it and good luck to your future projects!