FoonLudum Dare ExplorerUsers → Jakupf

Jakupf

Games

YearLDThemeGameDivisionRankOvFuInThGrMo
201944Your life is currencyGolden Galaxyjam6483.343.262.573.193.443.10
201843Sacrifices must be madeJourney through the Abyssjam
201842Running out of spaceBlooming Heightsjam4943.473.413.834.133.23
201841Combine 2 Incompatible GenresPlatforming Knightjam4603.552.724.084.053.44

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Mood vs Overall

Comments by Jakupf

LD42 — Running out of space

Zero Star by CristiHKJ 2018-08-31T23:17:19Z

I'll just say that I love those sound effects! It's pretty good overall but I would agree that it is a bit short and also time until collision felt more like...well, time limit instead of actually running out of space. One way to fix it would be to add glow effect around the borders of the screen which becomes larger with time to give that feeling that space between explosion and starship is getting smaller. That being said, I still had fun and I think you did a good job!

Quibble Quarrel by TJ101010 2018-08-27T21:28:37Z

I really liked it! Audio and graphics are on point and the gameplay is innovative and fits into theme very well! My only concern would be difficulity settings. As far as I am aware it only changes size of your enemy? I found hard easier than easy because of increased size and decreased speed of the enemy. I only had to lead him to edge and jump over him. The enemy was to slow to change direction and would just fall off. Meanwhile on easy it took me 3 tries to beat the opponent because how fast he was. But besides this one issue it was really good, great job!

Bandwidth:Zero by Trevor Hayes 2018-08-27T22:32:17Z

That was pretty good! I liked the art (Especially animations) and music. The game could use some sort of compass which shows you where are you supposed to go. I reached the ISP building and entered it, I assume that is the end of the game? If that is the case, it could at least use some simple text or character dialogue to indicate that you won. That being said, I think you executed the theme pretty well and constantly appearing holes made things pretty intense. Overall pretty nice! (Also on the sidenote, I'm not sure if that's a bug or not, but there is screenshake effect when you attack but only when you stand completely still.)

Blooming Heights by Jakupf 2018-08-27T20:42:47Z

@caerul Thank you! In order to use Island repair kit you just need to click on any empty tile (Not red one.). Also sorry for very late response! I was away for some time but I hope I can get 20 ratings in a week!

@trevor-hayes Thanks for playing my game! I initially planned for time to stop when in shop but I thought you would be able to somehow abuse the system (Which propably doesn't matter.). It is going to be first thing in post jam version as it is very simple thing to do! You are completely right about text being to long in shop, instrucion is also very cluttered. It was getting really tired and that was last thing I did before uploading so I decided to just make wall of text as explanation. I will try to lessen the amount of text in shop and move the descriptions somewhere where you could read them without worring about time. Having in-game tutorial would be great but I don't know if I will be able to make it clear, at the very least I will split instrucion into multiple pages so it is easier to read! I'm glad you enjoyed it!

Blooming Heights by Jakupf 2018-08-29T23:45:39Z

@mcarrera Hey, thanks! Glad you liked it!

Blooming Heights by Jakupf 2018-08-31T22:19:33Z

@BBApps I didn't have time to send my game to friends before end of jam so I only balanced it around my experience with game. Still I hope you had fun, and thanks!

@cristihjk Thank you!

Blooming Heights by Jakupf 2018-08-31T22:22:06Z

@qzqxq Woah, that's really long and constructive comment, I appreciate that you took your time to write it! Proper in-game tutorial as well as time stop in shop will be added first if I start working on post-jam version, so the first playtrough will be much less stressful. As for the issues:

1. As I said it is already planned to be added to propably all difficulities as I don't see reason why it shouldn't. 2. I would like to change red tiles into something less but I don't know what would work for "still a tile, but in danger". I couldn't think of anything that would also be possible for me to do so I just changed the colour. 3. That's strange, I have never experienced that bug myself. Game just checks if your mouse is over the X and if you pressed LMB, so I have no idea why that would bug out. 4. There technically already is shortcut for exiting shops, all you need to do is just to move your character and the menu will automatically close (And to be honest I used that all the time to exit the shop so you propably have the point). Shorcuts for buying seed is great idea tho! 5. Again, there is already something like that but I guess it wasn't telegraphed enough. When your cursor is out of range, it will turn opaque. It also turns red if you move your cursor over house or plant but that is pretty obvious so I think that red cursor would fit better for "out of range".

About crystal tulips, I think that is actually really interesting because in my successful hard playtrough I only used bushes and heathers but my friend took a completely different approach and used orchids and tulips only. I like that different people have different ways of solving problems. If I were to expand game in features, I would like to add different terrain types and random generation. Examples would be sand, only bushes can grow on it and it is more likely to fall during landfall than grass. Or for example water tile which boost growth of nearby plants but none of the plants will be able to grow on it (Unless I add some water plants).

I will say this again, I greatly appreciate your response, it has a lot of useful constructive criticism and I have now better idea what to focus on!

Blooming Heights by Jakupf 2018-09-02T18:45:40Z

@yayiest Thank you so much for kind words!

Blooming Heights by Jakupf 2018-09-02T23:53:11Z

@pockyonastick Thanks for playing my game, glad you enjoyed it! While being able to see progress of every plant would be nice feature, this would require me to either completely change how the current progress bar works or figure something out. Still, pretty nice suggestion! I'll try to look into it.

Blooming Heights by Jakupf 2018-09-04T19:59:13Z

Thank you everybody for voting on my game!

Space Waste by BBApps 2018-08-31T22:46:52Z

I managed to get to 2470 on first try, I assume you are going to run out of planets sooner or later and it is all about how you manage them which I think is really cool. I'm so glad you added tutorial, it made the entire gameplay completely clear. I wish there was way to remove full trash planets from the view but I think that's my only issue with the game. Overall, it was fun to play and unique, great work!

NIGHTMARE by mcarrera 2018-08-29T23:44:41Z

Great game! I'm not sure if anyone had similar problem but there was no mouse in HTML5 version. Desktop version worked fine tho! I like how you added costumisation options and even made one unlockable. Overall, pretty good!

LD43 — Sacrifices must be made

Sacrifice The Clone by Kamulec 2018-12-04T18:32:42Z

Very good usage of a somewhat problematic engine.

LD44 — Your life is currency

Death's Purse by sadsmile 2019-05-02T00:02:51Z

Couldn't figure out how to kill enemies, so instead I tried to get them stuck on the walls and run past them which also made for a enjoyable experience. Overall, while it is a bit lack-luster, I'm still impressed that you managed to add randomly generated rooms and turn based mechanics as those take quite a long time (At least for me). Given the time frame, I think you did a very good job!

Microtransaction Mages by Jeremy Ryan 2019-05-20T19:18:18Z

For Compo this is honestly amazing. Great usage of theme as well as fantastic graphics and audio. The lane swithing is sometimes confusing but that is my only issue. Great job!

I D E N T I F T Y by Psychedelia 2019-05-12T13:13:09Z

Very unique idea, nice job!

BattleType by Sebity 2019-05-20T15:22:47Z

I'm not sure why but sometimes the portal would move on it's own without me pressing anything. Also as other users mentioned, it would be nice to make word spawn rate less random. But besides that, I think you did a great job, and I believe that the game has potential to be improved upon. Well done!

Golden Galaxy by Jakupf 2019-04-30T19:41:06Z

@davidus Thanks! When I converted game to HTML it got exactly 20% faster for some reason (from 60 frames to 72), at least on my end - this made game a fair bit harder. However even on normal speed game is still difficult and requires a bit of luck, so I'm thinking about decreasing difficulity a bit if it becomes a major concern.

Golden Galaxy by Jakupf 2019-05-01T17:11:42Z

@belug23 Thanks for checking out my game! AI is definitely on a more simple side, but I think it does it job well :slight_smile:

@qiqrcoisa Thank you :smile:

@sadsmile @enjoy-the-tale I will try to add sounds, but I am not very good at making them. However I could propably use SFXR and I think sounds created by that program would fit very nicely. And thanks for playing!

Golden Galaxy by Jakupf 2019-05-04T19:19:33Z

@alex-kpojb Thanks for playing! All of things you mentioned are planned when I finally find time to work on my game. Maybe except the music but I will try to figure something out.

Golden Galaxy by Jakupf 2019-05-12T12:38:16Z

@ancientpear @whynotyt @tamail Thank you for playing my game!

Golden Galaxy by Jakupf 2019-05-17T19:27:46Z

@cristihkj Thank you :slight_smile:

Golden Galaxy by Jakupf 2019-05-20T15:00:22Z

Thank you everyone for 20 ratings!

@samlecrator The item description appears when you obtain an item, but not before. I decided to take an aproach of other similar and have player learn what items do by picking them up so in their next run they have this extra knowledge. However this might not be best design for ludum dare game. As for sound effects they are already done in post ludum dare version. And thank you!

@sebity Thank you! That's what I am currently doing in my spare time, sound effects are already in place as well as some graphic effects too.

@jeremy-ryan Enemy damage animation along with sound effect are already done in the post ludum dare version and now I'm working on health bars. Also, thanks :slight_smile:

A credit card by alex_kpojb 2019-05-04T19:41:14Z

As mentioned by others, dash and jump regeneration could use some work, but game is still pretty fun to play and graphics are really well drawn! My only concern would be high cost of items in shop. While you can pick what you want and do that in safety, for the same price you can get 3-4 random items. Small price reduction of expenive items should improve game in my opinion. Or maybe increase of the chests cost?

Sacrifice Knight by QuackedDuk 2019-05-17T19:54:58Z

I think enemies should do more damage and have less health to make game more enjoyable. Overall pretty good game, nice job!

Where There's Smoke by SamLeCreator 2019-05-20T15:05:45Z

I must say that mood, graphics and audio are top-notch. I think that wind should occur more often but last less amount of time to increase challenge and reduce time when player is just standing still. Also after returning the piston I wasn't sure what to do. But besides that I think the game was really well done. Great job!

CHICKEN FACTORY by WhyNotYT 2019-05-12T12:49:12Z

Took me some time to realise you have to tap space as opposed to holding it down. After 2 tries I managed to be the last chicken, I assume that's win condition? Overall I think that you did really well, especially with the mood and graphics as well as audio, great job!

Mr. Mage and the Bag of Coins by Enjoy The Tale 2019-05-02T00:18:23Z

Graphics and the mood paired with fitting music are fantastic, great job! As others said game could use some checkpoints. I managed to get to moving platforms but I messed up the jump and fell into the spike pit before giving up. If you were to add checkpoints I would definitely replay the game.

Aniu on the mountain by belug23 2019-05-01T21:11:11Z

Pretty good! I couldn't figure out how to use launchers (I bought both of them and tried selecting them multiple times), but besides that I didn't have any other issues. I also managed to unlock all upgrades :smile:

Don't think about others by DAVidus 2019-04-30T22:15:00Z

Very cool game! I really like the graphics, and the gameplay, while simple, with constant addition of new interesting enemy types kept my occupied until the very end. Story was also pretty good, especially the true win condition. Overall, great job!

Our Mechanical Life by qlqrcoisa 2019-05-01T19:30:11Z

I really like the graphics and the mood. Great job!

LD41 — Combine 2 Incompatible Genres

Seppuku Pilot by lightsoda 2018-04-29T14:46:16Z

One of the best entries I played so far! Gameplay was a bit confusing at first, but I got hang of it after 2 or 3 runs. Upgrade system added a lot to the game, glad you had time to add it. Graphics and audio are also really good. Overall really polished game with very interesting concept, great job!

Boring RPG by Number6406 2018-04-29T14:30:37Z

XP and Gold requirement for upgrades scaled a bit too much in my opinion and stats aren't explained, but besides that I think it was pretty good! Could do with more content but still nice given the time frame.

Might and Matchic by Campbell 2018-04-25T17:27:15Z

This game reminds me a lot of "10,000,000" or "You must build a boat" which basically have same premise, fight enemies by matching 3 types of weapon in a row. Overall I really liked it, pretty nice game if you have small amount of time to kill, managed to get 105 XP before I lost.

King Circle by Artur Hawkwing 2018-04-29T15:10:39Z

I liked the concept of having to switch between 2 games and doing something in first game would make you stronger in second one. I think though the enemy spawning in the shooter game could be toned down a bit as you often get overwhelmed. You also mentioned blue enemies but I never saw them in game. Regarding the platformer, there could be a timer which show when are you going to take damage because right now it just feels random. As for bugs, completing the platformer level didn't restore my heatlh and I don't think yellow enemy makes you invincible, or if it does for a very short time. I took damage 1 second after killing it from other enemy. But overall game was pretty enjoyable although a bit confusing, good job!

Dream World by DrSkort 2018-04-29T14:13:27Z

While the game has less roguelike elements than I thought it would, it was still really good! Randomly generated world is nice, although I think it would be better if it regenerated each time you died and just saved pieces of artifact you picked up. I also don't think it is intended but if you take one of the upper paths and pick the artifact, you can just drop down and fall very near the artifact on the lower path, this way you only need to complete 2 paths instead of 4. My favourite part was propably the setting of the game and the atmosphere, full points in mood!

Incompatible Worlds by diving_squid 2018-04-25T17:38:59Z

Pretty good platformer! Character kinda looks like Hollow Knight. There could be something to indicate the end of the game but besides that this is still good for first jam.

Platforming Knight by Jakupf 2018-04-25T16:28:48Z

@lightsoda Thank you for playing! Preview of your move was one of the planned features, but I didn't quite know how to implement it efficiently. I imagine it could be quite frustrating to lose because you ended up on diffrent tile than you thought you would, but it could also make game too easy with only 1 enemy type.

Platforming Knight by Jakupf 2018-04-25T21:24:39Z

Thanks for checking out my game @Campbell ! I was afraid that this game might not be fun for some, I had something diffrent in mind at the start, but it turned out more like a puzzle game. However I feel that if I were to add more enemies and more interactive tiles (moving platforms, doors and buttons) it could actually become more fun and challenging. I guess I can always improve it after Ludum Dare. Again, thanks for rating my game!

Platforming Knight by Jakupf 2018-04-26T18:46:56Z

@Tn6 Thanks for the feedback! I think that having to pick direction, then height and then lenght of the jump is the main reason why the game can be slow and tedious (Besides the fact that it is turn based). I did it to make game feel more like RPG (That why there is also leveling up system even if it's pretty barebones and pointless). If I were to continue working on this game after Ludum Dare I will propably change it so you just choose movement, then click on the tile you want to move on (Game will then automatically pick movement you will use). As for the FF style battles, this is actually really cool idea I didn't thought about! It would be a bit hard to implement in the current state of game, but I think it would be worth it and make game more fun!

@artur-hawkwing Thanks for having look at my game! Funny thing is, I actually layed down framework so the delay between each movement can be dynamically changed, or even reduced to 0 making each action happen instantly. And while adding option to the game which lets you change that delay would take me 5 minutes, I completely forgot to add it before I uploaded the game, and I think it would help make game feel less tedious and slow. It was my first jam, and I didn't really do well with time management, there is a lot of almost completed features in the games code (1 more enemy type, high score system based on turns it took you to complete level and stamina you used and also mentioned delay changing), but I run out of time before I could finalise them. Let's hope I will be able to prioritize features to add better next Ludum Dare!

@DrSkort Thank you!

Platforming Knight by Jakupf 2018-05-03T19:06:45Z

Thank you everyone for playing!

@gafblizzard If enemy tries to move into the same tile you are standing, and you aren't guarding in the direction enemy comes from, you will lose. If enemy stands on the tile next to you and you use attack in his direction, you will kill him. At first all enemies would move at once but I thought it didn't feel like a Turn Based RPG so I changed it to current system.

@Number6406 The move preview was one of the planned features however I didn't quite know how to add it and I ran out of time. While it would certainly make game easier, I think it would be perfect as an option to lower difficulity.