Snakescape by krasse 2018-08-23T15:02:13Z
Good puzzle game, really liked the design of the puzzles. It reminded me of Snake Pass a lot. Music was nice! Had a good time with this one. :)
Foon → Ludum Dare Explorer → Users → ijskar
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Whatefs | jam | 1246 | 2.50 | 2.37 | 1.92 | 2.60 | 2.37 | 1.79 | 2.05 |
Good puzzle game, really liked the design of the puzzles. It reminded me of Snake Pass a lot. Music was nice! Had a good time with this one. :)
This is great. Fun sound effects and music. Nice look to the game. Fun gameplay. The game started in a small window, but feels more fun in a maximized window to me, maybe make this the default option. (Took me some time to realize you could change window size). Only negative is that I don't feel it really realizes the theme of this game jam. Good work!
This is really dope. Cool mechanics, looks good, fun sounds, all great. Only thing I wonder about: I've noticed the purple dudes behave in an unpredictable way. Does this not make certain attempts at puzzles impossible? How do you ensure, if at all, that each attempt can possibly lead to a successful outcome, if the right moves are made? Thusfar, I don't really see what these enemies add to the game other than frustration due to unpredictability. Also, not sure how this puzzle fits the theme of this jam. Otherwise a really great jam entry, one of the most promising ones I've encountered.
Phew, that goes a bit fast. Really cool idea though. I feel like smoother controls would do the game good. I don't really like the mouse-controls. But the fun spin on tetris is really original, I like it! Good job
Cool game. Really liked playing it. The mechanics are fun, I like the powerups, all good stuff really. Well done! :)
Very basic but well done. Not very original as other have said, but feels nice. I like the way the stars fly by at the edges of the screen and the way the hole seem to come closer together as they near you. The jumping over holes is fun. The music is nice! Cool stuff! :)
Cool entry, really fun. I get the mechanic with enemies dying making the area in which you can move smaller, but didn't feel like that added much to the game or changed much mechanically. If anything, I think it kind of took away from the fun. Other than that this is certainly a well made little game. Good work!
Man I'm a sucker for 2D games where you fly around in space. Movement felt great. The music was charming, although the quite annoying sound of the rocket's boosters kind of meddled with the otherwise great experience. Also: I really like the idea of seeing the planet while flying, but once zoomed in and gameplay starts, the planet just disappears. What up with that? :) What sucks is that this is a compo game and you just took someone else's planet artwork, as another comment has shown.
Archive damaged on version 0.0.3 it seems
I liked it! Picking off archers with the bow and blowing up groups of spookies with the staff, nice. I got to level four or so, and got hit a few times, which caused the room to get incredibly tiny, making it absolutely impossible to still recover there. Felt a bit unfair. It takes away the possibility of having a spectacular escape or getting that much-needed health potion just in time after surviving on one health for a minute or so. I do feel that the walls closing in didn't add much to, or do much for the game as a whole. Great work on this game!
I won with 2 remaining flowers! :D Game feels really good when using the controller. I like the decision of having the cutting-direction seperate from the facing-direction, at least when using twin-sticks. Graphics are cool! Music was kind of lacking, would do the game good to put some in! :) Sound-effects were nice though. All in all: a lot of fun!
Really cool. Music and graphics are great. The dragon character is really nice. Only real problem is that it seems to take to long for the character to "attach" to the wall in order to be able to walljump. This causes me to often press the jump key when touching the wall, only to find myself falling in the poisonous (I presume) waste below, because I had pressed the jump key too early. I feel like it would do the game good to work on making wall jumping more tight, in particular by making it possible to jump from a wall almost immediately after touching it.
This is a really good one. Graphics and music are really on point. Feels smooth and is a lot of fun. Super hard though, might be me but I feel like the supernova is a bit too fast, I feel like there's no way I can kill enemies fast enough to have the supernova not catch up on me. Is there a mechanic I'm missing?
Might be too dumb to understand how to play as intended, but I finished all three levels by simply walking to the door whilst placing enemies or other objects behind me on my way to the door. Like the art-style though! Maybe try to provide a tutorial of some sort?
Cool idea, indeed seems very fitting for a mobile game. Spam-clicking is the easiest way to not immediately lose. Good work!
Pretty cool concept, music is nice as well. I don't like the way the rotating and shooting works though. The position of the mouse gets used to rotate the character in one of four directions, but it feels a bit weird and not like the way to go. As suggested in another comment, free shooting direction would be better imo.
Looks and play nicely. The Tetris level was by far the most creative one. Really nice to see that! Audio was good as well. Well done :)
Haha that's one interpretation of the theme I did not even consider. Quite creative! Looks nice and music is good for its purposes. One design-aspect you could improve: right now it is basically required to catch each spacebar refill or you'll run out before the next one. Instead, you could make it so that you don't HAVE to get each one, but can consider skipping one refill, while hoping that another one will come before your amount runs out. Then you could split the road which contains the refill and the one which doesn't, for example by having the regular road one would take be higher positioned than the one which contains the refill. And then of course, the one containing the refill would be harder to succeed at, with more obstacles, for example. This all just so that getting the refill is more of a consideration, instead of just a simple required jump onto a single platform.
I really like this little game. Good work!