Foon → Ludum Dare Explorer → Users → infinitycore
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | 👥 | Sub-scured | jam | 622 | 3.48 | 3.12 | 3.72 | 3.55 | 3.60 | 3.93 | 2.26 | 3.69 | |
| 2022 | 50 | Delay the inevitable | 👥 | The Longest Commute | jam | 725 | 3.50 | 3.17 | 3.63 | 3.90 | 3.88 | 3.71 | 3.18 | 3.41 | |
| 2021 | 48 | Deeper and deeper | 👥 | VRtigo | jam | 527 | 3.75 | 3.66 | 3.55 | 3.89 | 3.63 | 3.19 | 2.53 | 3.44 | |
| 2020 | 47 | Stuck in a loop | Janky Marble | compo | 473 | 3.09 | 2.98 | 2.83 | 3.98 | 3.26 | 3.69 | 2.43 | 3.23 | ||
| 2020 | 46 | Keep it alive | 👥 | Keep Away | jam | 576 | 3.77 | 3.85 | 3.81 | 3.81 | 3.70 | 3.66 | 3.83 | 3.41 | |
| 2018 | 41 | Combine 2 Incompatible Genres | Zumaster | jam | 728 | 3.32 | 3.23 | 3.27 | 3.95 | 3.37 | 3.04 | 3.14 | |||
| 2017 | 39 | Running out of Power | 0|0|0|0 | compo | 273 | 3.41 | 3.31 | 2.55 | 3.07 | 3.89 | 3.29 | 2.23 | 2.84 | ||
| 2016 | 37 | One room | Cave In | jam | 252 | 3.61 | 3.87 | 3.27 | 3.45 | 3.03 | 3.61 | 3.50 | 65 |
the music does actually loop properly, it's just something to do with the engine. It may work better with less tabs open. Thank You
Wrote the instructions because some playtesters couldn't figure out some mechanics
Thank you to everyone that played our game and voted. We hope you enjoyed it.
Really cool, love the shader, just have two minor issues. One, the controls were a bit wonky and required tweking in the Unity boot menu, and two, after I beat it, there was no way to quit; I even tried hitting Esc and that didn't work.
I like it, but it's basically just "Super Crate Box"
really good, but controls could use work, as well as a better tutorial
nice, fun game, music is a bit repetitive, when you don't have any upgrades, the enemies have WAY too much health, but by the end it seems to balance nicely
Have you ever played SteamWorld Dig? It's basically this
ALL THE BLOOM!!!
I wish the music had the "woo woo" part.
While it is cool and laudable that you made it for the NES, it does work against you in this case as most people do not have both an NES and a flash cart and are not willing to download an emulator just to play a ludum dare game (which I did do just because everyone deserves at least one vote for their hard work). It is a shame because the game is quite fun. I just have a few suggestions. The jumping and movement is a little janky and takes some time to get used to. Sound would also be nice, but considering that this was made for an NES, it's understandable that music and sound might be hard to make for it.
If only the Game Maker HTML5 module wasn't so terrible, it would be playable in browser.
Game Maker just updated the HTML5 compiler. HURRAY!!! The game is now playable in browser.
I love the art style
controls a bit awkward and there is no way to quit if it is fullscreen (at least none that I could find). Otherwise, it is fun.
First the bad: It needs more feedback in all areas, I couldn't tell whether my shots were doing anything at all; I ended up getting stuck to a wall at one point and it took the game a few seconds to fix this; the controls definitely need work
But these are really minor issues for what I assume was a one-person project, and with more time I'm sure they can all be easily addressed. What matters is that the game works and is fun, and you have pulled these things off nicely.
My suggestion for next time would be to focus on your mechanics and polish with less emphasis on story. Story is nice to have, but a game without mechanics and polish is at best unoriginal and at worst broken (please do not take this as a condemnation of your game for being unoriginal, Heck look at mine, it's just another twin stick shooter like yours), whereas a game without story can still be amazing. This especially rings true, if the story has no actual weight upon the gameplay itself. A good story takes time, and in a game jam, time is not a commodity that can be spent willy-nilly. For a game jam, I would much rather see a game that is interesting and takes risks than one that plays it safe (again, not saying that this is bad, I played it safe this time too).
Just some food for thought. Great job!
Not enough is explained. Took a few tries to get what is going on, but after that it was fun.
It's a good start, but it needs more. It is way too easy. Also, what is the purpose of the jump taking 5 energy if nothing else takes less? Why not just make the player start with 2 energy and have the jump take 1?
You should add images (and video) here and on itch. Otherwise, no one knows what to expect or anything.
This is very impressive for your first game. The controls and movement could use a little work. Also, it needs better level design. Otherwise, very good job.
Can confirm itch link is now working
Wow, it's hard. You might want to consider making the power drain a bit slower. Also, E is an awful key for interaction when the only other controls are WASD; consider either changing it to something else (like SPACE) or not having it at all, the game is hard enough as is without needing to press E to pick up stuff and feed the thing. Finally, add sound. Otherwise, it is a fun game.
Positives: +looks great +has sound +with a few tweaks it would be very fun
Negatives: -the controls are abysmal, they really need tweaking to make the game even playable -the difficulty spike is instant, I couldn't get past level 2 due to the aforementioned controls and a jump that would be hard even if the controls were good
First: instructions =/= story, if you want to tell the story in the instructions, that's fine, as long as you still include the actual instructions; I finally figured out what to do after a few tries, but it shouldn't take that long.
Second: I couldn't find a way to even get to the second lever and died repeatedly. The core concept is sound, but there should be a different way that the characters die instead of falling off the screen (partially because it doesn't fit the theme and partially because the characters just don't move fast enough with enough clarity to get around the screen). Another problem is that it seems like Ack always goes through doors and Dac always opens them; if you want this to be more involved in teamwork, then Ack needs to be able to do something that allows Dac to progress as well. Considering that your characters are named based on AC and DC (at least that's what I'm guessing), how about making Dac have to control stuff on screen that's powered through direct current, and Ack control stuff through alternating current, all while having to get to a goal. And when the two are separated and have to use their abilities they have a limited amount of power or else they die, and it's game over. Just something you could do.
Overall, it is a very good start and commendable for a one person project especially for your first game jam, but it just needs more.
It's a bit touchy with collisions and floaty with controls, other than that it's good.
I got stuck on level 1. A little more of a hint would be nice.
@theqiwiboy It can, you have to put down waypoints with either "B" on the controller or the middle mouse button (I know, controls could have been better thought out)
@dis0rder multiplayer is totally untested (we all live in totally different areas), but you should just be able to plug in more controllers and have other players pop-in on the spot...hopefully.
@peterfiftyfour most of the music was me, I also used the piece "Cuba Baion" (which you might recognize if you watch Techmoan on YouTube) which is in the Public Domain to get that same feeling as the Monty Python Intermission music.
Very good looking and sounding and an interesting core concept, with one minor flaw in execution, while the idea of using randomly dealt cards to move is interesting (I have dabbled with it myself), having only three cards and requiring the player to use all three means that more often than not, the game essentially plays itself as you cannot choose an end point to the moves (on a 2D grid, ^<> has the same result as <^> and ><^ or any other permutation) and any obstacles don't really do anything to change that. It could also help to give extra incentives to try and get, though it would require fixing the aforementioned problem.
Fix the camera, there is no reason in a platformer for the camera to lag behind the main players movement. Otherwise, it works fine and is enjoyable enough.
Very nice, reminds me of a combination of the games Rush and The Cat Machine
@candlesan "Some of the physics didn’t feel quite as marble-like" Hence the name.
@awesomearcade365 the scoring is planned and will be implemented this weekend, It does get faster every time a full revolution occurs, also planning to add sliders to adjust the speed and speed increase per revolution as well as the number of obstacles.
Very well done, my brain hurts. Got stuck on lv 19.
Could use music and sound effects and possibly a better level curve.
Do you ever catch the mouse?! It seemed that once I got close enough the mouse matched the cat's speed.
Wow. Please make more of this.
Took a while to figure out what was going on, just fiddling with the buttons at random until things happened, but it oozes charm and character.
This is great. Levels could have a better difficulty curve, but otherwise awesome.
Well, as it looks like it was made in old school Game Maker and is a random downloadable .exe, my computer and antivirus will not let me play it. Shame, based on the thumbnail, it looked like a minigame from one of my favorite computer games growing up (Buzzy the Knowledge Bug: Let's Explore the Airport, Lost Luggage).
Frog kept getting stuck and not actually following the loop I set. Other than that it worked well and was fun.
The opening VO reminds me of A. the MCP from Tron and B. Prostetnic Vogon Jeltz from the TV version of Hitchhiker's Guide to the Galaxy
Very interesting idea and punishing as heck. So far, one of three downloadable games from the jam that I am not instantly deleting after playing, sorry to the others.
Very well done, don't necessarily know how it fits the theme other than the levels each being very similar to the last. My only issue was that I suck at platforming using a keyboard.
It is a good effort for a LD, however the mouse sensitivity is excruciatingly low, whenever I tried to turn, it would take at least 2 mouse resets to actually get the camera to where I wanted it, and by the time I made it to the minotaur, he killed me before I even saw him. This could be easily solved by having the mouse act more as an axis to where moving to one side keeps the camera moving in that direction rather than moving a fixed amount.
As for level design, you should try to avoid mazes as much as possible, as by design they keep the player from knowing where they need to go, which ends up getting frustrating and feeling like no progress is being made. This usually makes players resort to certain methods of getting through them causing them to forgo any and all story beats or other useful things that they might find. For example, in this kind of maze, all a player has to do to make it to the end is to pick either the left or right wall and follow it without skipping any (potential) dead ends or turns. In this sense, not only are mazes not very good level design, but they are also pretty hard to actually design in a way that isn't easily defeated by a cheap strategy.
Otherwise, good job
Has nothing to do with the theme but oh well it was fun.
Very well done. I was hoping someone would do a game about orbitals and escape velocity. Very early-PlayStation-esque; quite trippy in the best way possible.
two minor complaints, otherwise it is good:
1. If the game is always full screen, make sure there is a way to quit out besides Alt F4 (or any other hard exit).
2. If you're going for a top down voxel aesthetic, make sure that your main character isn't taller (in 3D space) than they are wide. If all the player sees is the top of the head, then you lose any extra details and work that you might have put into the sides. I don't know if you were going for a fish with a gun in its mouth, but that's what it ended up looking like because all you see is the blue voxels on top.
Plays very well. Could use music.
This is super freaking clever. If I have anything that could be "improved" would be its simplistic graphics and its lack of music, but I don't think at actually needs either of those. More complex graphics might even do it a disservice. Very well done.
Thank you for not making up jump. That being said, the movement is far too jerky, particularly for playing on a keyboard, it needs some acceleration and deceleration, and probably to just be toned down in general.
Otherwise, looks nice and has fine audio (music is a little repetitive, but oh well). Good job.
Note: you may get a windows message saying "unknown exe" when you unzip and run it. All this means is that we didn't use file signing software. It is fine, though I know that means literally nothing coming from the people who made it.
@zohar depends on a. how complex the idea is b. how many people are on the team and c. how good your programmer/s is/are
It's a bit grindy at the beginning. Maybe have the first upgrades be cheaper so you aren't going after the same chest day after day until you can get an O2 upgrade (and/or a speed upgrade). Needs more balancing in that regards. I don't like how the music restarts with every dive; I get it, but it would be nicer if it just continued, maybe make the music a sort of day timer and then force the player to go back home at the end, though that would mean that the player would need more of an incentive to dive for longer which goes back to the balancing. Finally, I don't like that you instantly game over if you run out of oxygen. This would be ok if O2 upgrades weren't so grindy, but until you can buy one, you can't get down far enough to a second chest without running out of air in the process, even if you do a second dive. Then this continues for each next chest after you get the next upgrade.
Otherwise, it is very fun. Looks and sounds good.
It's very good, could use a bit of conveyance or at least give the player some idea of what they are doing.
~~Are you supposed to be able to collect the coin? It wouldn't let me. I could even jump on top and stand on it. Nothing else happened.~~
never mind, figured it out. it should probably be a button or a pick up to make the floor break rather than having to destroy a coin. Attacking doesn't have enough feedback; I don't really know when I'm hitting enemies and when they are just exploding when I get close. Could use more balance like that, but otherwise it is a good start.
It's a bit easy, but I like it
Glad to play another VR game (glad we weren't the only ones). It seems fine. didn't really know what to do. Picking things up was a bit faulty.
ok, thoughts:
- game looks and sounds nice - interesting idea - whereas most games have no acceleration to the movement, this has too much. It feels like trying to sprint and change direction in molasses. - the ghost moves like it wants to use tank controls (left turns left, right turns right, up is reverse in this case, down is forward), but the buttons work like normal directional keys which ends up kind of confusing. probably just make the ghost turn to the pressed direction a bit faster (maybe just turn the sprite to indicate what direction it is "moving")
good gosh the dialogue is WAY too intrusive
Not really a game, but looks very nice. The music was also good, however you might want to change the scale of the descending quarter notes in the background from a major triad to something that is more in line with the rest of the music. It isn't dissonant per se, but it doesn't mesh with the rest of the song and tends to stick out like a sore thumb. Just a thought.
@vixenmink it controls like Pac-man, if you hold a direction, then the car will turn toward that direction at the next available location.
just a few niggling issues, otherwise good: sounds get really annoying really fast, many times the balls don't combine when directly colliding with another that is the same color and number, and many other times they don't behave as they should when you shoot one (sometimes they just stick, other times they knock the other balls around). Also, the game over felt incredibly arbitrary, I could understand if it ended when/if you literally couldn't shoot any more, but for a certain number of particles, it just felt a bit cheap (especially because I could swear that I had more than that at one other point and when it was bleeping, I brought it back down but the bleeping didn't stop).
will have to try it again later with controller. Controls nice, level 2 is an instant difficulty spike. I'm assuming the mouse camera is tied into your dpi, because it was virtually unusable (not to mention inverted, ugh).
otherwise, it controls better than most LD games, not to mention 3D Platformers.
It controls very well. I imagine that it would be much more fun to play 2 player, but I don't have anyone to play with. It fits the theme (we had a similar idea, but a different way of doing it) very well in a different way. That being said, I can definitely see why racing games are better fast. Multiplayer would lead to shenanigans that would be very fun, but alone it gets pretty tedious waiting for the computer to finish a race.
One idea to add would be to make both players interact with both snail trails. Whether it be that both provide boosts or that the opposing trail slows you down, it would give an extra bit of strategy and chaos to the situation. Also, the game looks great (I've never seen anyone do superFX-style 3D in Pico before), but going with the snail trails, why not make the players snails? could give the game just a bit more charm.
controls very well, is fun to play, could use sound and a better camera
Best game I've played so far. Fun, funny, plays well
It's good, it could use a reticle for aim (it gets incredibly hard to see the mouse in all of the chaos). Also, I find myself so focused on dodging and shooting that I can't read the powerups when I get them; it would be a better idea to have the text appear either in the middle of the screen or just above the players position. Finally, I like the idea of every floor being more procedural based upon where you fall down, but what is keeping you from just falling through every floor to the boss without bothering to fight the other enemies? I'm not sure the upgrades are enough of an incentive to not do this when the enemies are too small to reliably hit or take too many hits to not get hit in the process. Maybe instead of infinite waves on each floor, you have a single wave that if you beat them all, you get a more substantial upgrade, but if you don't, they fall through the floor as well, adding to the chaos (even falling to the boss floor); this would provide enough of a reward to avoid falling as long as you can while also providing enough of a punishment for rushing through the game.
It's a very good start. For now, it isn't what I would call a "game;" there isn't any way to fail. With a bit more polish in the story and gameplay, it could be something special. Very pretty, mood is spot on.
a swing animation would have been nice
It's good, but some of the random effects seem to make it literally unwinnable (slow made it impossible to escape from an enemy).
@acdimalev We had heavy acceleration and deceleration on the turn, but it was nearly impossible to dodge anything.
UPDATE: my new high score is 9
I love the brutalist aesthetic, wish I had time to explore it. Also, quite possibly the best VA in a LD game that I've heard. With some play-testing and level design tweaks, it could be absolutely incredible.
Also, you can soft lock yourself if you fall down the pit with the lamp in it without activating the stairs first, just FYI.
USA! USA! USA!
this is hilarious, I do wish it was easier to see the reload animation, especially since you are dodging around so fast that it makes it that much harder to see. The weakest part is the music; would have been cool to have some revolutionary war tunes (I need that pennywhistle, stat).
ok, that was pretty cool, albeit a bit laggy
congratulations on the single best use of radar/sonar as a mechanic that I've played in the jam so far (and this is coming from a team who's game used radar/sonar as a mechanic). That being said, the controls could use some work, and I wish that getting all three batteries would turn the power back on to where you could explore the ship without the radar view.
"Please do not load it onto a flash cart (yet)." You can't tell me what to do >:P . It worked fine. That being said it's, as you say, a sliding puzzle. just a sliding puzzle. made even more annoying by the 10 second refresh of where the empty bit is. 10/10 for coolness of making a .gb game, but other than that, it's a sliding puzzle
@acdimalev EZFlash, on my original GBA (mind you it has been modded, but not in any way that would make it functionally different than a non-modded one, backlit screen and rechargeable battery is all)
The controls are just on the verge of being too sensitive. Beyond that though, it plays well.
Better than a 72 hour "Portal clone" (ok, maybe that was a bit harsh, what can you expect from white rooms with buttons) has any right to be. Very well done. The level design is impeccable, though level 2 could probably use a checkpoint before the jumping section.
This ain't Splatoon?!
Very fun, a bit frustrating at the end.
this looks awesome, but I don't have a SNES, nor am I willing to download an emulator for just a jam game. You should definitely send it to some LPers to try because I would totally watch.
great art style. Control scheme is a bit weird. Also, ran into a bug on the first level when getting the last item which made me unable to complete the level (it counted the item but also didn't, which led to me aimlessly wandering the level with the countdown clock continuously going non-stop, same thing as @oakhardt I would imagine). Until I went back and read the controls on this page, I thought the first level was actually unwinnable; some sort of tutorial would do wonders.
You forgot to turn off "enable VR" in the UE project settings.
I don't like the control scheme, specifically that you have to keep tapping the buttons to move, having a more challenging level design with actual platforming mechanics would have made it more fun. Otherwise, it is a unique take on Red Light Green Light.
What it is isn't very original at all, but it is very well done, I might actually come back to this after the jam is over.
Overall it was fine, though not very original. Wasn't that hard, but that isn't an issue at all, I'd rather something be fun than hard any day. My biggest complaint is with the sound. First, it's buggy; whenever you restart or change scenes, there are always music glitches. Second, if the gameplay loop is going to be 10 seconds maximum, either your music needs to loop and not restart or you need 10 second long songs. The variety is fine, but you never get to hear anything more than a few seconds of each because you are constantly respawning or changing scenes (either way restarts the music).
I wanted to like this game, I like the art and cats will almost always get me. However, the controls are WAY too damn sensitive to the point where you feel like you have none. The levels are well designed, but the sticky walls, the boxes that move at a baby's breath, the hit-or-miss jumping, and the random death panes from getting what seems to be random locations away from the boss make more than half the deaths feel un-earned and unfair. BTW, you can fall out of the world at many locations and soft lock the game, which is triply annoying because not only do you have to restart the level, you have to restart the game, and there is no quit button (ALT+F4 should never be the only way to exit a game).
All that being said, once again, it looks very nice and the music is good, and on a lighter note, it is far from the worst platformer I have ever played.
Bravo!
Thank you Marvel
I got stuck in the wall a few times. You might want to add more visual feedback to getting hit.
It's incredibly hard to focus on both sides of the game. I can't say whether the music is funky enough (I am a musician who loves funk) because I can't get far enough into the game. Is there a place I could listen to it?
@jessefreeman It might just be windows being stupid, but I am looking into it. I tried downloading and got the same message. It looks like the installer is clean, it downloaded and intalled fine. Malwarebytes couldn't detect anything. Sorry about that.
@jessefreeman I uploaded a new build and took down the old, didn't get a warning this time.
@GenTel I will take all that into account. Thanks for the input
@dob thanks for the feedback, you pointed out stuff that I hadn't even thought of
It would have been nice if you had added a secondary option for the mom's text if you don't destroy anything before talking to her.
Wow that's hard
Absolutely amazing!!! needs sound, and either cpu opponents or multiplayer. The title isn't formatted right
I would rather start over at the very beginning when I die than right where I died. Controlls should be more obvious than "x" and "c". You run out of shots WAY too quickly, and then enemies take multiple hits to kill and are not likely to drop more energy. This means that you run out of shots without killing anything, thereby not getting more energy to shoot more. As that is a main mechanic, it might as well just be called "Jump Man" at that point.
It does play well otherwise and is as fun as any other infinite runner.
It's very interesting, but probably needs a little more to tell the player what to do. You should also add a way to deselect a block
You should really make this work with controllers so that it can be twin-stick, otherwise it's great.
It is WAY too hard. It either needs more time per recipe, quicker attacks, or attacks that have an AOE. Otherwise, great concept, very fun
I can't comment on anything besides graphics because have neither the capability nor the hardware to run this (don't have a powerful enough computer for a Vive and don't have a Vive anyway)
I couldn't get it to control at all
It was fun. https://ldjam.com/events/ludum-dare/41/zumaster
Doesn't necessarily fit the theme, but that's ok because it is incredibly enjoyable and a fresh take on the genre
the gun is a bit laggy, and the enemies go off-screen too fast, but otherwise fun
@gdort it may be on my end, but it felt like the shots weren't really doing anything, maybe add some more feedback
There's some pretty significant input lag that makes rotating and placing blocks a pain. Other than that, it's an interesting concept in theory, but basically all you've done is remove the difficulty from Tetris. If it weren't for the aforementioned lag, it would be very simple. Otherwise, it is good.
link?
@hkoisumi did you see a link, because I still don't
needs a little more platforming
The block physics need to be reworked, otherwise it's good.
It's fun, but very hard, also laggy which doesn't help
congratulations, you have stumped me. I haven't been this frustrated in a long time (no, that is not a good thing). Just because a puzzle is so obscurely difficult that only 1% of the players will succeed, doesn't mean that you have succeeded. If anything, it shows you've failed in that, for an early puzzle, you expect too much from the average player, and they will give up rather than press on to continue. Stop being cocky and address the issue. Multiple people in this thread have gotten stuck here, and it wasn't for lack of trying. Sorry for ranting; It's fun, but needs work.(spoilers?)
Of course, this is assuming that the hints after each sign are for the second code door (in the bottom of the third room). I went through all the possible permutations of 1, 2, 3, 6, and # (0-9 inclusive) that followed the rules laid out and the door didn't open. those permutations were #6132, 6#132, 61#32, 613#2, 6132#, #6312, 6#312, 63#12, 631#2, 6312#, and #1632. I scoured the rooms and couldn't find any other hints; there was no sign saying "6 is the solution" and even if there was, it would not help. What am I missing? Do I have the wrong door? Did I interpret the hints wrong? Again, it's a fun game, but it is marred by the fact that this door is WAY too hard to open.
@gamekrazzy Thanks, I wondered if that had something to do with it, I tried 43110, but that makes more sense
beat it finally, you might want to make the platforming a bit easier
was moving too fast to read the flavor text
I couldn't figure out how to break stuff to gain resources. It is a good idea that is in dire need of some sort of tutorial.
too short, you should add more levels
It's great! needs sound options and a better way to heal
missed opportunity to give the giant enemy crab a weakpoint
I broke it by falling off the edge in the second level
All I can say is that the grammar needs some work. Usually, this wouldn't be a problem, but in a typing game, that's almost kind of the point.
The monsters have WAAYYYYY too much health, I was beginning to wonder if I was even doing damage. It ended up being a better strategy to just run away. Otherwise, it was very fun.
I got bored, very true to tamagotchi Why include three types of egg if they all have a normal cacodemon inside?
Wow, this is the first time I have seen a physical game in a LD before. You've got balls my friend. Very meta, good job