Foon → Ludum Dare Explorer → Users → Ian Crewe Edens
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Godcademy | jam | 935 | 3.06 | 3.15 | 2.92 | 2.78 | 2.70 | 2.71 | 3.50 | 3.06 |
I actually found myself getting itchy while playing this, pretty cool that you were able to create something that can universely unnerve everyone who plays it. Exspecially since it was intentially done. Really unique concept here, great work!
This nails the Duke Nukem 3D vibes, exspecially with the billboarded enemy squirels and voice lines. I had a lot of fun with the combat and the humor of everything really worked on me. Great game here!
This is really fun and super impressive! The bugs could be hard to see at times, but having them wiggle around definitely helps.
Just like pool irl, I suck at this. Still had a relatively fun time clearing the board. I do agree that the balls can be hard to move, I found exspecially so when in large groupings. Still, very functional and impressive given the time constraint. Good work!
I got really engaged into trying to protect the little creatures but ultimately they all ended up dying to the predators. Not sure if there was somewhere safe I could have guided them to, but if so I didn't find it. Still, I found myself getting drawn in to trying my best to protect them and would genuinely get stressed out when I'd lose track of some and start hearing their wimpers as they are killed. It is so impressive that you all managed to capture that experience for the player in such a bite sized game. I also absolutely love the art and audio design that went into this. It all melded beautifully with the rest of the experience. Amazing stuff here!
There are the foundations for a really awesome game here. The AI pathing of the enemies is super impressive and the difficulty progression is really well tuned. I'm also a big fan of the miniature toy soldier visuals combined with retro 3D graphics aesthetics. I really hope you consider continuing to work on this and build it out more with new enemy types, areas, and maybe even some kind of score system for how well the player did on each level. Could factor in things like time to complete, damage taken, accuracy, and so on to give a score.
But seriously, great work! This is awesome!
Cool sim game here. I really like the core concept here, although I ran into some issues while playing. Firstly, the priority of attacking worms should be higher. I couldn't get them to attack worms after starting a building project, so two worms came in and steamrolled their way to my church. Perhaps as others have mentioned, being able to assign roles to them could be benefitial to giving the player more control. Also, after dying I wanted to take another stab at it so I clicked restart and got a game crash error.
I'm a big fan of the idea of collecting your enemies as ammunition and firing them back at other enemies. It creates a statisfying risk/reward system where you could jump on enemies heads and risk taking damage but you will get more ammo for the blunderbuss as a result.
This is super fun. The amount of content here with the different upgrades and units is really impressive. I made the mistake of spending all my currency on peanuts going into the second wave and sent them all to attack a single squirel...
This is so creative! It gives World of Goo, but with so much more agency to the movement of the individual characters, in this case fleas. I think my favorite part is climbing a wall World War Z style because it is too high to jump over. As some have mentioned, it could be interesting to add a fleas lost counter similar to something like Pikmin has.
This is really fun! The visuals paired with the gameplay give that classic Missile Command feel with a new twist.
This is a super cute game. I really like the art style, exspecially the little ghosts! Not only is this game on theme for the game jam, but also for spooky season, which is pretty cool. I do wish that the buttons for grab and drop were the same, but I honestly got used to it pretty quick so its only a small gripe.
Also, unsure if you all used unreal 4 or 5 for this, but the performance on my end was pretty solid aside from a screen tearing issue that was present the whole time. I have a 144ghz screen on my laptop which could have been causing issues displaying the frames evenly. If you two continue to work on this, it might be worthwhile to add a settings window where the player can customize some things like a v-sync toggle.
Nice little tower defense game! Everything is relatively simple and straightforward but also very functional.
The only issues I had were that at times it could be difficult to get the units to place down (would have to spam left-click until it placed) and, as far as I could tell, the player is stuck with the placement they choose. There didn't seem to be any way of destroying or moving units. Also, with the unit that fires in multiple directions, I somehow placed it down in the exact right timing that all of its projectiles passed through the gaps between the enemies. I then placed another one down where nearly all the projectiles would connect. Maybe not an issue but just weirld luck on my part.
Still a very enjoyable and functional tower defense game that creates a good foundation to build upon if you continue to work on this or work on another tower defense game in the future.
This was really cool to play. Didn't get the jumpscare. I'm assuming that is a lose condition thing because I beat the game on my first try. Kinda concerns me that I was pretty good at playing as a monster that poisons children in their sleep :|
But, I thought everything came together really well for this final result. Made me genuinely chuckle with the ending, didn't expect that. Great idea with an equally great execution!
This game is very impressive for a game jam game. The art is very refined, as well as the movement and physics of the beetle rolling the bulb. I found it very challenging, but rewarding. For that reason I really appreciate the inclusion of checkpoints. It feels like the whole team really put everything into this game and it shows. Congradualtions to all of you!
As someone who has red/green colorblindness, I really appreciate that all the little guys are all still visibly distinct in shape and design as well. It's really accessible in that reguard.
I agree with the other comments as well. The gameplay loop is super fun and satisfying. Everything functions super well, especially the physics of the little guys and the system that links them together before you clear a group out.
I absolutely adore this visual aesthetic. It's like the pages of a fairytale come to life. I also really like the music that plays in the background, it fits the vibe really well. Unfortunately, I had a lot of issues playing the game. The attack seemed to just teleport enemies right on top of me? Also, some of the longer jumps I would end up getting stuck on the edge of the next platform and would have to fall down and restart. I wasn't able to finish the game due to these issues. I wish I could have played through further though because I truly do like the idea here and am a huge fan of anything Alice in Wonderland related.
Nice to see another RenPy game submitted for this jam, its a fantastic visual novel game engine! This is a good idea for a game and I found the execution to be very funny. I really like all the character art as well, it all felt pretty polished, working well to create a short and cohesive experience. The music was indeed very loud, thanks for the warning. I also got the write error previously mentioned, which forced me to read slower as the text would quickly become obscured behind the error window.
This is super clever! Took me a second to understand how it works, but once I got it down its super addictive! Nicely done!