FoonLudum Dare ExplorerUsers → Snowdrama

Snowdrama

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201637One roomDream Machinejam5323.212.742.923.693.353.363.503.3661
201635ShapeshiftChalkshiftercompo6732.962.403.763.463.082.732.4550
201534Two Button Controls / GrowingTormented Dungeonjam24
201533You are the MonsterInvasioncompo9012.422.302.232.472.141.921.8857
201431Entire Game on One ScreenThe 31st Dealercompo9582.782.582.892.443.323.1333
201429Beneath the SurfaceCurse in the Depthsjam6122.762.462.383.123.021.752.152.56100

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 Snowdrama

LD29 — Beneath the Surface

Curse in the Depths by Snowdrama 2014-04-29T03:40:00

Time constraints, It was supposed to be big jolt of speed combined with an animation that using it to run into enemies would do damage but, combat was rushed to get it done in time, so currently it just doubles your movement speed.

Curse in the Depths by Snowdrama 2014-04-29T04:43:00

hyouko and SevenKingdomsSurvivors: Actually that was planned, but I didn't have enough time to do art for the sky. I am planning to continue work on the game post LD its going to be an adventure game.

pvwradtke: Actually I left the hit-box in, it was supposed to be replaced with a basic attack range indicator image but 11 minutes to deadline wasn't enough time to make the image and implement it. The weapon animation was giving me an hours worth of trouble before I said screw it and went with the least broken one.

Curse in the Depths by Snowdrama 2014-04-29T07:46:00

@Candyhandy: and to think I was going to do a game about digging until my friend said "Murder Mermaids, Tough as nails, sinking ships stealing, human life force, and stuff"

@manabreak: I'm not good with music or sound-effects, I was thinking about using bsfxr but all the sounds I came up with were jarring, and weren't appropriate for what was going on. I'll look into the enemy spawning issue, they should spawn evenly on both sides of the screen.

As for the energy meter issue, it turns black to show that its 'overheating' or as its called in the code burnt out. What's happening is when you reach 100% it overheats for 10 seconds, which is much longer then getting it to 99% and waiting for it to fill up. The intention was for players to carefully choose to use shields or boost so the don't overheat. This was something that was to be explained in the story which was entirely cut from the game for the jam.

Curse in the Depths by Snowdrama 2014-04-29T08:23:00

@Keehan12: The game was going to be about a Mermaid that goes on a quest to save her race from dying to a curse which she is unaffected by. Due to time constraints, the game essentially turned into 'Mermaid Fighter' press C to attack evil Mermaids that are in the white range indicator. There isn't much to the game right now, so really its, Kill Mermaids, Get Points, get a High score, challenge your friends.

@stephan_h: Good to know, and sorry about that, I'll consider adding remapping options or have different keyboards supported in the future.

Curse in the Depths by Snowdrama 2014-04-29T19:19:00

@praporomsk: I'm glad she enjoyed it!

Curse in the Depths by Snowdrama 2014-04-30T19:56:00

@GreatBigJerk: do you have the latest JRE? What version of OSX are you running? if you let me know that I can look into it, and get that fixed. I think I might know what the issue is, if its not the JRE. The JRE has to be 1.6 or higher.

Curse in the Depths by Snowdrama 2014-04-30T21:16:00

@Seme: Thanks! I honestly think I spent a LITTLE too long on making the game look good, and not enough time polishing the combat(which was hashed together in the last 4 hours) But I love the way the graphics came out, so I am not complaining.

Curse in the Depths by Snowdrama 2014-04-30T21:20:00

@VikingWarriors: Yeah haha I realized that pretty quick, In the current build I made the enemies move faster then you'r default speed, which makes fighting them more necessary/dangerous/rewarding. In the current build they also get harder as time goes on, but worth more points.

Curse in the Depths by Snowdrama 2014-05-01T00:01:00

@rogberth: I was working on other kinds of enemies but I had to cut it to only the one that was finished when I got down to an hour before deadline.

Curse in the Depths by Snowdrama 2014-05-01T03:54:00

@HybridMind There was much more planned for this game then I had time for. I boosted the challenge since the end of the Jam, and boost becomes necessary because the Mermaids swim faster then you do without boost. More enemies were being planned, but they didn't get finished in time unfortunately. There was also supposed to be a story mode where you went on an adventure, but it got scrapped for time. I'm going to continue working on this, and I may have a full release at some point, which will include exploration and a story and all that jazz, but I will definitely always have the endless scroller fighting mode, which will contain all the enemies I add to the full game.

Curse in the Depths by Snowdrama 2014-05-05T18:16:00

@BlazingFanfish: Yeah I plan to add way more stuff to the game, there are going to be various spells and weapons the mermaid gets to use during her journey to lift the curse. It wont be all melee attacks and shields in the final game.

Curse in the Depths by Snowdrama 2014-05-05T18:26:00

@camlang: Yeah Pressed for time, I couldn't add more. Glad you like the mermaid!

Curse in the Depths by Snowdrama 2014-05-06T08:24:00

@LemmingSurvivor: Yeah the target rectangle will probably be going away in a newer version, I'm adding things like diagonal attacks, or potentially changing it to a twin stick setup(or Keyboard+Mouse) allowing me to add projectiles and other types of attacks(The goal is to have something like 16 or so different attacks from standard projectiles, to AOE spells)

Im glad you like the visual style, I will probably be increasing the Resolution of the sprites so that I can add more detail and make the character more recognizable.

The controls are something I actually probably spent WAY too long on, but I dislike playing games with difficult or un-intuitive controls. So one of my main focuses was making the game more fun to play, but sacrificing content.

To be completely honest the combat was made in the final 4 hours of the Jam. I just hadn't had time to really work on it. Controls, Enemy Behavior, and all the art took me most of my time, so in my 4 hours of crunch time, I hashed it out much faster then I would have liked. currently they just use circles which makes the collision a little too large when not swimming and a little off center when swimming, and the knock back when hit is still bugged(it only hit's the player to the right even though the player should be knocked to the left)

Overall I like the game's outcome, now i'm looking to the future of the game. I would upload the current modified version, but I am making major changes to the collision system so the game is no longer in working condition.

Anyway I Hope you had fun!

Curse in the Depths by Snowdrama 2014-05-07T07:13:00

@sP0CkEr2: Yeah I realize it's repetitive, I mashed the combat enemies and last minute touches into the game in the last 4 hours so there wasn't much that was in a finished state to fit into the game. It was all about making what I did have done work well, instead of scrambling to make a bunch of stuff that worked poorly.

@Nnnnneeeedddd: Thanks, Simple I can agree, I tried hard to make the simple game as fun as possible.

@jacierecf: I'll admit, I spent way too long on the Parallax scrolling... but it came out cool looking! I wanted to make sure with the graphics that I reduced a decent ammount of visual noise so it was easy to see the main character and enemies. As I mentioned with sP0CkEr2 Gameplay was crammed in last second and I spent a lot of time making one mechanic feel solid rather then 2 or 3 mechanics that felt weak.

Curse in the Depths by Snowdrama 2014-05-08T09:08:00

@radmars: That was something I was considering when I added the attack cool-down But didn't have enough time to finish/wasn't really happy with the way I handled it. you had to look at your health bar to know that it was back up.

In the final version The cool-downs are indicated by the spell bar which is located in the bottom right corner, there will also be more then one spell and various different charges of spells which puts them on a longer cooldown but does more damage.

Lurks by Mapboy 2014-04-30T20:22:00

There was no lighting like in the preview picture, and when I attacked enemies, other enemies would flash red for some reason.

Otherwise its a good proof of concept.

Project Tethys by vilya 2014-04-30T20:16:00

Love this game, someone said it already, but reminds me of Defender

Tenkosei ROBO by radmars 2014-05-01T00:08:00

it was really cool to see a typing game, I am a fan of games like typing of the dead. I think the speed of the words was a little too fast at least at the beginning. also If I got caught on a word I couldn't just accept I was going to take damage and skip the word and move on to the next one which was kind of annoying and after getting hit once by a word the next one is too close to have time to type out anything longer then 3 or 4 letters.

Beneath the Surface by praporomsk 2014-04-29T03:04:00

"The application was unable to start correctly (0xc000007b). Click OK to close the application." Running Windows 8.1, Sad because the graphics looked really good!

Baconizers: Into The Abyss by berryhermans 2014-05-06T19:47:00

I ran into a bug where you could not attack after attacking once. I had to restart the game to fix it.

Surface Runner by OniiRam 2014-05-01T08:25:00

404d ouch :(

In the Black by HybridMind 2014-05-01T00:47:00

Love this game! Got 10k on my first try. The music was really good, i'm Jealous :P I feel like adding more options and adding an infinite mode where the monthly quota goes up every month and you have to keep making more and more money would be cool.

Fishes At War by jorgemoag 2014-05-01T00:41:00

There is a small bug when it says "You Lose Press Space to Retry" the game does not stop counting button presses or stop you from making more sharks, so you can keep trying and get more then the computer and change Lose to Win.

Fishes At War by jorgemoag 2014-05-01T00:42:00

... Ohh and otherwise great game! Super fun!

SUBLEVEL ZERO by Lyje 2014-05-05T04:55:00

My favorite game so far in this jam, Though the theme is not as apparent in the game itself, I assumed it was some underground facility or the deep dark core of some space station.

Only game ive given all 5 stars in, as well as the only one I keep coming back to play.

SUBLEVEL ZERO by Lyje 2014-05-06T08:03:00

Any chance we could get the audio track? Id love to listen to it while I work! Its so good!

Super Goat Jump by d1ao232 2014-05-06T19:56:00

Every time I restart the game the music plays over the existing music Interesting Idea though.

Beneath the surface, chasing the killer... by snake5 2014-04-30T20:34:00

I liked the music and controls, I just wish you had more then 1 health because the enemies can shoot you from off screen and I don't know where they are. Also gun sounds would also be cool

Beneath the surface, chasing the killer... by snake5 2014-04-30T20:35:00

I liked the music and controls, I just wish you had more then 1 health because the enemies can shoot you from off screen and I don't know where they are. Also gun sounds would also be cool.

Underline by eufrik 2014-04-29T07:54:00

I BROKE IT D: haha in the first level if you die and immediately hold left, you fall off the level and don't restart

good game though, tough but fun so many times I was like, "...so am I under or over that platform?"

MechSpider by Sebastião 2014-05-03T22:08:00

Interesting Idea, the walking sound was kind of grating, and no matter how many times I shot the blue cubes, I always got hit. Also I use 2 monitors and there was no mouse lock, so I kept clicking outside the game window. overall interesting idea!

Moby-riDickulous by Crooksister 2014-04-30T20:29:00

The game was really well done, I just wish the enemies wouldn't spawn directly underneath me where I have no time to respond.

Two Sided by Daskaund 2014-04-30T21:05:00

This is really cool, as someone mentioned the maze navigation in first person is trealy hard. Honestly just make the hallways like 3 or 4 blocks wide instead of 1 block and that would be solved, my first try, I fell in a hole into an abyss. I figured that the hole was intentional so I waited to 'die' and have to restart but I just kept falling... so I'm no longer sure if the holes were intentional. Anyway fun game!

Under Pressure by BuriTeam 2014-04-29T04:32:00

Is it supposed to end with the slide into death? Otherwise it was really cool, it combined a side scroller with a pseudo point and click puzzle

Mine Upgrade by Keehan12 2014-04-29T08:48:00

1k per second I'll have the bomb in about 15 seconds Awwww Yeahhh XD fun game wish there was more stuff to get.

LD31 — Entire Game on One Screen

One life hero by komjaur 2014-12-08T03:21:00

Working in Firefox, not in chrome

The 31st Dealer by Snowdrama 2014-12-08T06:33:00

@olligobber there are no sounds, Sadly I didn't get time. they are being added for a post compo version which should be up tomorrow.

@maxyan Thanks! The lighting was something I wanted to really work on. In a fuller version the game would be much bigger and have much harder puzzles.

The 31st Dealer by Snowdrama 2014-12-08T08:16:00

@Bogden I wish there was too. I spent too long on the levels and lighting haha.

@Snuux What bugs? I'd love to fix them for the Post Compo version

The 31st Dealer by Snowdrama 2015-01-29T23:51:00

Hey Sorry everyone for the 404 I was cleaning out my dropbox.

@asobitech: yeah I didn't have enough time to do the in game narrative, which would have explained most of how to play.

@HoboMechanistic: Thanks! The transition was actually harder then I thought it was going to be, managing the state of the collision was difficult because of how Box2D works, removing a collision object from the level is... not easy. Technically I don't even remove them, I just make them sensors meaning the player can walk right through.

Final thoughts: Thanks everyone who played and voted, definitely not my best work according to the final score... I'll take it as a learning experience. My big thing is that I didn't take the easy way out and make like... a Tetris or Bejeweled clone with some gimmick, I tried to do something interesting and I just didn't have time for the level of polish I wanted.

LD33 — You are the Monster

Flappy Monster by scriptorum 2015-08-24T06:44:00

I ran into a glitch after a couple restarts and a bunch of mashing, I stopped colliding with anything at all and just ran past everything.

Gorgezilla by Jelinib 2015-08-26T03:55:00

Got a high score of 9170 Thought the game was super fun.... SO MUCH BUTTON MASHING THO

Invasion by Snowdrama 2015-08-24T13:51:00

@Itay2805 Wierd, Ill see if U get that problem on another device and reupload a build later today.

@darkPaw Did you click inside the game? you may need to get focus first.

@GeeItSomeLaldy There is no way to fight the ships, you have to dodge them.

@IndigoWolf What Platform? Android or PC? I know the android one is hard because the touch analog is awkward. I think the PC version controls a lot better. I just didn't have time to make it better in the 21 hours I had to work on it.

Invasion by Snowdrama 2015-08-24T18:00:00

@highlyinteractive Yeah I didn't get more time to tweak the controls unfortunately

@someone9999 Huh.... OHHH you know what I forgot I put a single test human in the scene and then the human generator creates 100 more then sets the value to 100 so when you pick up the test human it goes to -1 hahaha

@kidando thanks! Yeah the game takes a few rounds to figure out what is happening. If I make a post compo version a lot of these issues will be ironed out.

Invasion by Snowdrama 2015-08-24T22:44:00

@pixzleone Thanks! Sounds are always my problem, I normally do those as a post compo thing and use cc0 sounds the score counter is inverted the goal is to get all the humans so the best score would be 0 humans but i see what you mean

Invasion by Snowdrama 2015-08-26T02:31:00

@Jelinib I noticed you could do that too because they have a distance that they will chase until

@daveh Yeah I wish I had more time, this was also my first Unity game so completing it took a bit longer cause I had to learn some things.

Invasion by Snowdrama 2015-08-26T04:36:00

@madmaw Thanks! I experimented with mobile just before this project, so getting the touch controls working was kinda hard. I like the mobile one, but in the future I have a few ideas for the analog stick to make it better.

@mooncalf Yeah a lot of people have been doing that, There is a lot I would have added to make the game more interesting.

@OnlySlightly I love defender, and that was totally the idea from the beginning, what if I WAS THE INVADER?! Im glad you enjoyed it!

Invasion by Snowdrama 2015-08-27T01:53:00

@Kalm Glad you liked it!

LD34 — Two Button Controls / Growing

Tamagotchi Hell by Troyan 2015-12-15T04:39:00

After I game over, it goes to a white screen with only the buttons haha. The first play was interesting. I had no idea what was going on at first though. Without reading the description I have no idea how the controls interact with the game.

Beyond that, good idea! I love the music and the graphics were really nice(until they disappeared lol)

Dog Gone Big! by HulkHandsome 2015-12-15T05:12:00

At first I honestly thought you were putting in a tutorial in the form of a basic story and that was it but the fact that you came back and continued it! That was awesome! loved the music and the fact that you tied the controls into the story a bit! Everything about this was great!

Tormented Dungeon by Snowdrama 2015-12-15T04:34:00

@Jebby Yeah I came up with the idea originally and thought it was great, after building it, it became apparent that it was tedious to play(Too late at that point to restart...) I think the controls could be awesome for a menu but movement needs to be moved to some other control like normal directional pad controls. If I hadn't had the 2 button restriction I would have considered it. I'll probably do it for the final post compo release version.

Tormented Dungeon by Snowdrama 2015-12-15T06:23:00

Weird, Did it leave a output_log.txt in the data folder? I have been building and testing on Windows 10 so I don't think OS is the issue.

Tormented Dungeon by Snowdrama 2015-12-18T17:32:00

@jdoughty Yeah I realized that about 24 hours in, but I didn't have time to re-write the game at that point.

@beetracks Yeah I think it would make more sense for a game that you dont constantly need input, like a Tamagotchi type game, or using the menu solely as a combat system and not a movement system

Tormented Dungeon by Snowdrama 2015-12-27T21:32:00

@pi_pi3 Yeah thought it was a cool idea at first, not so much a day or so in hahaha. There's a lot of changes I plan to make in the future.

LD35 — Shapeshift

Chalkshifter by Snowdrama 2016-04-19T13:57:00

@HoldMeImScared Nice! Yeah I tried zooming the camera out, but the names and icons became hard to read.

@PeachTreeOath I was not oriinally going to use random studen generation but It ended up working better that way, I essentially create all the students first, and then all the relationships once I know all the students.

@MattWoelk Yeah I was going to fix the instruction page to add more clarification on how to win. I just had to spend last night doing bug fixes.

Chalkshifter by Snowdrama 2016-04-24T20:36:00

@Andreas Brandt: I planned to fix that at some point, The instructions screen definitely needed more information or better context clues. The controls are actually super messed up in the LD version which I fixed later by not using variable velocity. Pushing the students around was a side effect of the NPC's using rigid-bodies and me having no idea how to handle the AI not walking through walls when set to kinematic rigid-bodies in the timeframe I had.

@gogo199432 Graphics were kinda an afterthought, Originally they were going to be pixel art, but I ran out of time to make enough variety so I changed the visual theme to be like chalk drawings on a chalkboard.

@Jimbly: Yeah I haven't used the UI system in Unity too much so I have no idea how to position UI elements. The WebGL version is not supposed to be embedded, so that's why it has the double full-screen.

@adsilcott: Thanks! I tried to do something as unique as I could.

@Udell Games: The instructions take a button press to skip, So i'm assuming that what happened was you clicked to get focus and that counted as a button press. The major thing was that I forgot to add instructions on how you see youre influence. An influence bar was planned to be added but ran out of time. The goal is to take this concept and make it a bit more fleshed out. Having more kinds of character relationships and adding things like cliques and administrators.

Sorry about the sociopath thing though... I guess it happens to the best of us.

LD37 — One room

ENRUM by JimmyTheHack 2016-12-13T06:08:00

Link is broken right now.

The Box Sorting Extravaganza by jamesy012 2016-12-14T05:17:00

Found Myself putting boxes back when I didn't want to, My suggestion would be make it a click to pick up and a click to put down. Other than that Nice game! I had fun!

Don't Stop Me by breno 2016-12-15T05:29:00

I was able to cheese the hell out of it there's a spot where if you hold shoot it always shoots the spawning ships cause they only seem to spawn from the right side. Fun game though! Definitely hard if I didn't cheese

Dream Machine by Snowdrama 2016-12-13T04:40:00

@Virtualwindow The "I" Key inverts the mouse look, and the garage bug should be fixed now.

Dream Machine by Snowdrama 2016-12-13T05:10:00

@VersitileBox

*Thanks! I dislike the sound of my voice so it's nice to hear people like the voiceover
*Yeah I realized the volume is pretty loud. Ill make a note on the Itch.io page.
*Thanks I wish I had been able to explain the puzzles a bit better which would make them slightly easier.
*The game has a fair number of lights and It's not optimized AT ALL so it's expected.
*The "I" Key can invert the camera look(post version like 0.0.4)
*There's like a few(2-3?) in-jokes for any jammers from other jams I was part of.

Dream Machine by Snowdrama 2016-12-13T05:25:00

@mmason

I set the default to non-inverted in 0.0.6 It keeps getting set back to inverted because I use inverted(Relic of the fact I had a different gaming childhood then most) So I set it in the editor to inverted and my builds start having that as the default.

Dream Machine by Snowdrama 2016-12-13T18:01:00

@MCRewind

Ahh I think I know what that is, the friction of the player against the wall makes you stick. I noticed it last night when testing a few things right before the deadline, I can fix it in a patch later tonight when I get out of work

Dream Machine by Snowdrama 2016-12-14T04:42:00

Hey Everyone 0.0.8 is up with some basic usability tweaks, And hopefully I fixed the getting stuck on things, Removed some poles I know I was getting stuck on and decreased the friction for the player against other objects like the table and shelves

Dream Machine by Snowdrama 2016-12-14T15:47:00

@Spencer Alves

Thanks! I didn't want to outright give any puzzle solutions by being like "When I spin around the things in the room change" And at a few hours in, I had it barely working, and we almost switched it to press a button and switch dimensions, but I really liked the twisting Idea although I need a better solution technically cause there are some problems with the way I do it(Where items can magically disappear) because I depend on a trigger volume and the direction of the player's twisting.

Dream Machine by Snowdrama 2016-12-14T21:48:00

@Uliana Galich

Thanks a bunch! I'm glad you like it!

Dream Machine by Snowdrama 2016-12-15T03:58:00

@tweedle

Hint: There's a battery on the table, hooking it up will let you use the password keyboard on the back table. The solution to the password puzzle on the back table is somewhere in the room. Remember to spin around to make items appear and disappear!

Dream Machine by Snowdrama 2016-12-15T05:31:00

@Ednei

Thanks! I had a ton of fun making it, and it's always nice to hear people liked the narration cause I hate the sound of my voice haha

Dream Machine by Snowdrama 2016-12-20T05:08:00

@Bumblepie

Thanks! As I've said in a few comments now, that is me, and I really don't like the sound of my voice, I cringed at the idea of recording things and then listening to them hahaha.

The biggest problem I think I had was getting the feedback in, there was supposed to be like 10-20 more audio cues in the game, but they got cut due to time.

The problem with the "dimensions" concept, was that it really wasn't distinctly separate dimensions. They would phase in and out, the idea was more a single dimension that behaved like a corkscrew so there is no distinct "Now you're in dimension 5!" this was somthing I was going to see if I could somehow fix eventually. I wanted to avoid a "Push button to change dimension" mechanic, but the problem became there was no way to tell how far up or down you were on the corkscrew you were, and the idea went so far as to actually include even more complications to this idea of dimensions by having the direction you turn change things differently, for example instead of being a linear: Dimension 1, 2, 3, 4, 5. there was more of a crazy padlock thing going on, like right 90 degrees, left 180, right 90 would be different than right 180, left 180. Again most of these were ideas that we never fleshed out and kind of settled for what we could build in the 3 day span. Long story short, to use the words from an earlier poster. the Idea was more of a non euclidian space, the world changes based on your perspective rather than having set dimensions.

The password puzzle was one of the first things we built, and the last thing to finish. Specifically, the keyboard and text inputs were in super early. but the puzzle was not made until the last few hours and it was rushed. The current working version on my local has lights, and more voice acting for each code entered. Again a lot of "not enough time" by day 3 we had 3 days of work to complete and it wasn't all making the cut haha.

I wouldn't blame you for getting lost, some of the puzzles actually have the wrong solutions! The numbers on the pages are supposed to help determine how to read the crystal and password puzzles but the crystal one is in the wrong order. They were supposed to be put into a book and then you would open the manual to solve the puzzles but I ran out of time getting the animation and such in.

I'm glad you thought it was cool. There was a lot of unfinished stuff and most of the game was a rushed mess, so there's a lot of things missing that SHOULD be in there but aren't and most of the things you're saying seem to be solved by the things that didn't make it haha.

Dream Machine by Snowdrama 2016-12-24T21:53:00

@Minemes

Sorry the controls were so bad for you.