FoonLudum Dare ExplorerUsers → Jay2645

Jay2645

Games

YearLDThemeGameDivisionRankOvFuInThHuMo
201944Your life is currencyDemon's Disciplejam3.503.004.004.503.004.50
201740The more you have, the worse it isKnockbackjam6223.403.782.883.202.603.50

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Humor vs Overall

Mood vs Overall

Comments by Jay2645

LD40 — The more you have, the worse it is

Apocalypse Corp by Chipmonkey 2017-12-06T01:00:28Z

My poor fingers, haha. I had a lot of fun playing this game! One thing I'd like is a way to repair damaged buildings; I know I could delete them and remake them again, but maybe they could drain some of your cash in exchange for regenerating their health.

My Dragon, Don't Munch!! by IkigaiSeitetsu 2017-12-05T17:57:33Z

I had a lot of fun playing this little game! It's a little short, but it's still cute.

A couple things:

* The game opened up in a really tiny window on my high DPI screen (I have a Surface Pro 4, running at resolution 2736x1824). There wasn't anywhere to make the window bigger or anything, so I'm not sure if it was just always supposed to be that size or if it was a bug.

* During the tutorial, I wish there was a button I could press to skip just this one bit of dialogue (like how you can press a button to make a character finish what they're saying in RPGs). I didn't want to skip the whole tutorial, but I did just want to move on to the next bit, since just waiting there not pressing a button is kind of boring. Once I actually had to learn how to play the game, it didn't need it so badly, but that waiting bit at the beginning was kind of boring.

I feel like this could be a cute little mobile game if you put some more polish into it. Good work!

Dog-Off! by BrothersT 2017-12-05T05:21:20Z

I was a little confused about the controls at first, but once I realized who I was controlling and that I had to use the arrow keys to eat the hot dogs it made a bit more sense.

I couldn't figure out how to prevent my guy from throwing up, though. I saw that the little modifiers popped up, but I wasn't sure what they meant and what I was supposed to do to prevent anything bad from happening -- even if I stopped eating, my guy would still throw up for some reason.

Quadrilateral Damage by TheMadPangolin 2017-12-05T18:12:09Z

I enjoyed the game! I liked the idea of having your bullets bounce around the screen -- I was worried they'd hurt me at first, so I was a little worried before I realized how everything worked.

That being said, maybe bullets should decay over time? I know part of the game involves dodging your own bullets, but you still need to have a few bullets since enemies are spawning in places your current bullets can't reach.

As an example, on the first boss I was pinned down pretty heavily trying to dodge the bullets it was shooting at me, and my bullets had long since bounced away and were now harmlessly bouncing around the wrong corner. It would be nice if after like 7 bounces a bullet "decayed" and went back to you. If you're still low on ammo, you'd still be able to fire a larger bullet, so it rewards managing your ammo well.

Also, the game appeared in a tiny window in my high-DPI screen (I run a resolution of 2736x1824 on my Surface Pro 4). I didn't see any way to easily resize it.

Spittle Fever by Lipsch 2017-12-05T17:47:16Z

Your download link gives a 404 error. :(

Bounce House by Steven Adams 2017-12-05T18:20:46Z

The art was really cute, and the game felt nice to play! I discovered I could just spam left click and deflect basically everything, but I still really enjoyed it! Good work!

Grooblins! by ahintoflime 2017-12-06T00:28:50Z

My only thing is I wish different actions had different effects (did they? I didn't notice). Even so, it was really cute and I enjoyed playing with it!

Super Treasure Hunt by goudcode 2017-12-05T22:40:20Z

Cute little game! I like the risk/reward sort of thing going on, where you had to decide how many treasure chests to drop off.

A couple notes:

* I wish there was some kind of indicator of how much a treasure chest reduces your jump height. I would throw treasure chests to see if I could make it, but it's a very imprecise science, and the bounciness of the treasure chests was more frustrating than fun.

* I wish there was a way to "place" instead of "throw" treasure chests. That'll give you more precision, and then you could easily do things like bounce off of a treasure chest lid to give you more height for a jump (rather than just throwing it and hoping it lands near the end of the platform).

* It wasn't immediately obvious to me that my torch was dying, or what a dying torch did (does it keep bats away?). At first, I thought it was a bug in the game, especially when the torch fire particle effect kept playing.

* There's a door at the bottom of the first level that I couldn't figure out how to unlock. I figured I would buy a key from the shop, and then I would need to go back down to the bottom to unlock the door, which would take me to the next level. Instead, the shop just magically teleported me to the next level, which leaves me wondering what the door was for.

* There should be a sign above the door that leads to the shop indicating that the shop is there. I didn't even notice the shop the first time I walked through the door into the actual level, so it took me a little bit to realize I had to head back up to find the shop.

Captain Capsize by Lance Krasniqi 2017-12-05T07:07:20Z

I really enjoyed this game! The soundtrack was really cool, and the boat steering is a concept I've wanted to try to tackle for a while. It's cool to see how you handled it. Overall, I really enjoyed playing it!

Don Quijote vs Pentapolin's flock by voxmures 2017-12-05T22:03:05Z

I enjoyed the concept! I love Don Quijote, and I like the style in which you wrote the manual! I also like the fact that this was made with the Godot engine; I was going to use Godot for my game, but I wound up sticking with something more familiar until Beta 2 was ready. Props to you for using it, though!

A few notes:

* The text on the opening scroll is *really* hard to read

* The sheep kept eating everything I was throwing -- I'm not sure if this is intentional or not

* I wasn't 100% sure what I was doing. I saw that Don Quijote would chase after the things I threw, and if I did it enough I would move on to the next level, but it wasn't completely clear exactly what I was throwing and what it did.

* I was able to walk offscreen and never come back -- perhaps put barriers on either side of the level?

Khali by BouyertheDestroyer 2017-12-05T07:39:03Z

I really loved the game, but I just wish there was slightly more variety in levels -- even if it's just mirrored or a palette swap or something. That being said, considering this was done in 72 hours, I can't really fault you. Great work!

Vacuum Platformer by kierkle 2017-12-05T05:51:25Z

I really enjoyed this game! It was really cute sucking things up, and I liked that I had to decide which things to suck up when to complete the level.

I wish there was a way to "barf" up some of the stuff you had, though, rather than just restarting the level.

Too Much Time [LD40] by prxmer 2017-12-05T07:43:04Z

I like the idea, but I wish there was a stopwatch or something telling me how close I was to dying. I didn't really feel like there was any tension, and this is the sort of game that thrives on that.

I still had fun playing it, though! Great work!

Sleepy Fighter Pilot by TwoTwentyFour 2017-12-05T08:16:03Z

One thing I didn't like was sometimes it felt like planes came out of nowhere from the left of the screen, even when I didn't drink much coffee. It felt like they would hit me (or otherwise bug out) faster than I could even react.

Knockback by Jay2645 2017-12-05T07:51:32Z

@infraxion The idea in my head was making a first-person Super Smash Brothers ripoff (which is why the GitHub project is called "Super Splash Damage"). I'd really love to expand on the concept eventually!

Knockback by Jay2645 2017-12-06T00:20:58Z

@keilazu It force-closes when you run out of time. I wish I could have put a score screen in, but that's when family issues came up and I was never able to implement a main menu or score screen. :(

Knockback by Jay2645 2017-12-06T01:03:06Z

@lautregars I wish I could have done the compo! I had planned to replace all the art and stuff originally, but I wanted to get a basic prototype done first so I could decide what the art should look like (the color scheme came very late in development, like an hour before the game was submitted late).

Knockback by Jay2645 2017-12-06T06:06:58Z

@porcus-pie I'd love to incorporate multiplayer! That was one of those things I thought about as soon as the mechanics started coming together. I appreciate your detailed feedback, though!

The AI is literally super-simple (choose target at random, walk up, shoot), and was basically there for prototyping. It's going to be one of the main things I'll be focusing on, once I improve the overall UX.

What sort of modes do you think I should add? I'm torn about trying Overwatch/Team Fortress 2 "Capture the Point"-style modes, but I'm worried about it being too annoying to try and capture/defend one spot while you're being flung around everywhere. Capture the Flag wouldn't really work, either, since you can't "die" in the traditional sense (other than being knocked off the map).

There's also the Smash Brothers-style "Lives" system, where if you get knocked off the map X times you're out. I like that idea in theory, but I would need to find a good way to visually represent how many lives enemy players have, so they can be prioritized appropriately.

Do you have any ideas as to different game modes I could include?