Foon → Ludum Dare Explorer → Users → hierarch
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Lost Parasite | jam | 899 | 3.14 | 3.28 | 2.92 | 3.78 | 2.81 | 2.52 | 2.85 | |
| 2023 | 54 | Limited Space | 👥 | Harbour Master | jam | 389 | 3.75 | 3.66 | 4.00 | 3.63 | 3.44 | 3.52 | 3.50 | |
| 2023 | 53 | Delivery | 👥 | It's Gloop! | jam | 1148 | 2.81 | 2.65 | 2.97 | 3.23 | 2.71 | 2.75 | 2.47 | 2.85 |
| 2018 | 42 | Running out of space | Uroboros Initiative | compo | 610 | 2.89 | 2.50 | 3.44 | 3.02 | 2.81 | 1.11 | 1.54 | 2.92 | |
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Gunkata | jam | 3.50 | 3.00 | 2.75 | 2.75 | 2.25 | 2.25 |
On windows I get a can't launch because of a missing love.dll SDL2.dll lua51.dll Are there libraries that you forgot to ship with the game or do I have to install something? Game looks cool, I hope there's some way to play it on windows.
Awesome that worked, cool game! The levels are well designed in that they properly introduce you to different limitations of the robot. The music is a bit too beepy in my opinion. Overall good use of theme.
The game looks great, the sprites and voxelesque art blend really well. I think gameplay wise it's really hard to understand how the vegetables make money. They seem to make money per turn, but after decay turns they will disappear? Having a report per turn or just some floating numbers when the fields make money would help. Not sure what grow turns does, and having two sell price in the shop is also confusing. I like how the shop fits into the game field instead of just being a button, it's a bit hard to find at the start though .
You can only place them on the uncollapsed space.
Game is cool, wish I could hold space instead of mashing it to accelerate, especially since the bullets push you back.
The boxers on the ground are too easy to confuse with the ones that are standing up. Also wish the game ended when you get downed and the boxers had a punch animation. Cool idea though!
Neat game, wish there was a way to change game speed. Also the axis selection is a bit confusing, if there was a button for it it would be a little easier to see what's going on. Otherwise great job!
Tastes like Thief. Pretty tasty. Controls were a bit annoying on the web version because ctrl-w closed the tab. Otherwise really nice.
As a bullet hell game it's lacking something to keep it engaging. Usually bullet hells have some mechanic that forces you into an area, like dealing damage or collecting some powerup. The game looks visually pleasing, lots of various HP themed art.
This is an amazingly ambitious game for ludum dare I'm in awe that it's playable at all, very well done. The 3d aspect of the starscape is a bit confusing because there's no way to rotate in the plane so searching for planets is cumbersome. Also the game is a bit slow to respond in general which makes it a bit frustrating to play.
Otherwise sweet.
Very nice. Haven't seen a lot of bullet hell games so this was cool. It would feel better if there was a more robust penalty for getting hit than just getting stuck. I want to play the game with more features and upgrades, which means it's pretty solid and fun. Music reminds me of mass effect collectors theme. Good job.
Cool game. I really like the atmosphere, the art and the music are all great. I would say mechanically this game has potential but feels not quite complete.
The fact that food and soul dust are variable per person means that you really just want to ignore all the arrivals that don't have max stat in this because it just makes it harder to accept good arrivals later if you don't. It makes the game mostly about waiting for good colonists.
I think the game could be more fun if all migrants gave max food or soul dust but you couldn't reject them but had to shove them in somewhere. You would need some way to mitigate the rng aspect then like maybe moving people around or room upgrades. Also I really wanted the adjacency of the rooms to matter somehow, maybe it does but it's not visible. I feel like making the beliefs integers instead of floats would make it easier to reason about them and make it more fun.
Anyway the core idea was fun but needed some extra development.
Also I wanted to zoom in and see the cultists a bit closer.
The music was nice. I really feel unchallenged though, even sending out trucks with just one parcel there's a lot of waiting in the game. Maybe some funny shaped crates come later but I only saw squares which also makes it a bit simple to stack.
Cool game. The graphics look good but I would say that the souls needed to be a slightly more distinct colour from the enemies.
In general for a bullet hell it would really help to have the bullets from the enemies not dissapear. It made the game too easy and not engaging enough.
Also just a bit of sound would have helped as well.
There's a lot of features on the screen but I beat the game by carefully mashing space bar without moving.
I feel like if this game had a build phase where you fill in the dungeon followed by a defend phase where you could move around and had to see how long you lasted or defeat all the enemies it would make sense. As it is I'm not really sure why I would build anything at all and the enemies don't seem to attack the necromancer unless I move.
Cute game. I loved the custom voiceover. It wasn't clear that I could move before I read the control. Also I thought it kept bugging out when I took damage because I couldn't move or shoot but I realised it was intended feature. It causes a bit of a death spiral, but more that that it would be nice to have some indicator on screen what I can and can't do so that I don't have to suddenly realise I can no longer move.
Also the files pop in a bit suddenly either enemies teleporting behind me or good files teleporting into my bullets. I wish there was a bit of a fade in or grace so that I wouldn't get pwnd by rng.