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JamesSauer

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202046Keep it aliveThe Undivine Comedycompo10152.732.353.853.502.951.123.472.88

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by JamesSauer

LD46 — Keep it alive

DJ Data Bender by binroot 2020-04-20T03:18:10Z

Really liked the mood above all else, and turning what is basically a really simplified audio work station into a kind of puzzle is pretty neat. Would've been cool if there was more incentive to try and please as many party guests as possible with the same pattern. Right now it's possible to just check them of one after the other and it still works.

Regarding playing in browser: I think if you implemented the in-between screen where you can buy the items as an overlay over the 3D scene, it wouldn't have to load the 3D again after every 30s of party.

Overall pretty cool though. :v:

Dying Flame by BauBau 2020-05-08T22:06:12Z

Really great mood, love it. :) Most possible improvements I had in mind have already been mentioned above. I only have two additional ones:

In the room with the many skeletons, the 4th one I think, I got stuck between a wall and all the skeletons the first time and couldn't move anymore. I would suggest making the colliders pretty small, smaller than you'd think they'd need to be when looking at the sprites. You can almost reduce them down to dots and it'll still look okay when they get close to a wall, but feel better when maneuvering between them. That way it's also harder to push the skeletons around by walking against them, which happened many times accidentally. Those little things remind you you're still playing a video game, despite the great atmosphere.

Also I didn't find it immediately obvious that the box at the bottom was a text input, took me a couple moments to realize. The hint the skeleton gives took my attention, so I didn't notice a box had appeared alongside it. So I thought it was just a speech bubble for flavor, like the ones before that with the fresh calcium.

Mood is a make or break aspect in video games for me. It's not easy to get right, because it's influenced by all the other elements. So congrats on nailing that part! If you make use of the feedback you've gotten, your next game could become a really immersive experience that sucks people into it and makes them forget they're sitting in front of a computer.

Don't Drop The Egg! by rk3Omega 2020-04-26T02:20:18Z

I personally found the fall damage a little too punishing to be an enjoyable twist. During the third level, which took me a couple tries, I kept thinking it was a bug, since it's enough to go just a tad bit higher than the character's jump height for it to trigger.

Especially in the level with the wind, it felt like the two mechanics are working against each other. The fun part about the wind for me is that it can catapult you fast and high, but the fall damage won't let you use it that way.

Other than that, the overall package feels polished, with solid controls and visuals. Take my criticism with a grain of salt, as I'm generally not the biggest fan of precision platformers, nor am I very good at them. :sweat_smile: :v:

Pollinate by Adam Konig 2020-04-26T03:46:38Z

Gotta say you exactly achieved what you set out to achieve: A very relaxing and serene experience! The little bee carrying a bucket that's 3 times its size, diligently working on bringing life to this initially barren garden, is just super cute. :D

I wanted it to succeed on its quest, so I didn't stop until the entire garden was covered in flowers: dilligent_bee.png I probably missed some poor little saplings hidden beneath somewhere, but couldn't find any anymore. :(

The music and sounds, while simple, do their job perfectly. It wouldn't have been nearly the same without. The whole package feels really polished for a 48h game. The change in camera perspective when watering and the overview mode to see the entire garden are nice details.

Looks good! Feels good! Mood is a 5/5! Congratulations for an overall great jam entry! :v:

YOUR RAGING SPIRIT by madbookstudios 2020-04-20T04:57:08Z

Wow, this is my favorite out of all the games I played in this jam this far. :) Easily 5.0 on mood, but really well made all around. Controls feel satisfying, the art is really cute, the music and sound effects do their job well, the poem adds to the already serene ambience. (Although admittedly, I only noticed it was a poem at the very end.) Just overall really charming. :thumbsup: Good work!

Tree Defence by Hoyr 2020-04-20T03:37:41Z

Have to agree with @quichi, especially about the clicking for every shot. Had to hammer my mouse button so hard I was afraid I'd wake my neihbours. :grin:

Also the low impact of enemies early on. If you just do absolutely nothing and just watch the mobs run into your tree, it takes until level 10 to lose the game.

I do like the overall mood and setting though. :thumbsup: Keep it up.

The Undivine Comedy by JamesSauer 2020-04-20T04:34:25Z

@madbookstudios Thank you for the kind words! I'm surprised you mention the dialogue positively, as the lines are just arbitrarily jumbled together. I guess it being nonsensical makes sense in context though. :D

@kontroman I couldn't manage to achieve a balance with the excitement and suspicion in time for the deadline, so I left out a winning condition entirely. The game just ends after 1 minute. Definitely leaves a lot to be desired, but it is what it is.

@matt2728 Ah, true, I didn't communicate how to proceed at the beginning. Hope I didn't waste too much of your time there. I was still undecided about the objective myself up until the very end of development, and it shows. Glad you got something out of it regardless.

Thank you all for playing and commenting! :v:

The floor is lava! by CuriouslyCory 2020-04-20T03:53:14Z

Pretty cool mechanic! The bouncing is a little hard to control though. I kept expecting the slime to bounce of the same angle it hit me with, maybe also influenced by the velocity of the player a bit. The angle seems to depend on which part of the player's platform the slime lands on though, which I still didn't get used to after quite a few minutes. I didn't look at the time, but I think I might have played more than 10 minutes. Really wanted to see what happens when the slime reaches its destination. :P