Foon → Ludum Dare Explorer → Users → jellzilla
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | 👥 | Gum, Dust, and Danger | jam | 654 | 3.43 | 3.48 | 2.93 | 3.78 | 3.56 | 3.50 | 3.41 | |
| 2023 | 52 | Harvest | 👥 | Grub Grab | jam | 715 | 2.94 | 2.57 | 3.44 | 3.47 | 2.52 | 2.89 | ||
| 2019 | 45 | Start with nothing | 👥 | Runed Memory | jam | 477 | 3.53 | 3.54 | 3.64 | 2.90 | 3.00 | 3.05 | 2.50 | 3.16 |
| 2019 | 44 | Your life is currency | unbound. | jam | 931 | 3.00 | 3.03 | 3.19 | 2.67 |
This game looks and feels really great, and I would have loved to see it taken further. It also feels great to "spin to win", but maybe it should be balanced so you can't do that in every room :)
About the aiming difficulty, it might be worthwhile to either:
* Store the event timestamp for key down/up events when turning and prorate the turn. * This would only help if the tick quanta was high, and might not actually help if the up/down events on keyboards cause this to be imprecise. * Use angular acceleration to start slowly before getting to maximum angular velocity.
The music does an amazing job at setting the mood, and I wish there was more of it! It would have been great for the stairwell to be trippy or for the boss scene to be anxious/urgent. Great story and great concept!
Really chill platforming experience with matching music and setting. It was fun to just float around! The sprite stories were pretty humorous as well. Good job overall!
Music was great, I liked the shopkeeper's character, and the weapons were fun to play with! As others said, better feedback for hits would be a great quality of life improvement.
Really awesome game! This is one of my favorites so far :)
The music, sound effects, animations and interactions all established a fun and inviting mood to the game. The first time I stepped on a shroom, I didn't know what happened. Then when I got to the shroom-filled area, I laughed as I frolicked through the fart field.
My only suggestion is really minor: try to fit the waypointing globes better within your setting.
The fire vs ice skin of the game is unique, and the characters are adorable. Unfortunately, I could not find the last enemy in level 2. I was hoping to eventually be an awesomely overpowered ball of flame :)
Cute and fun sprite work. The tactics UI looks and feels great!
The dialog was humorous, and I wish the game were a little less buggy for me so I could have played more.
Some thoughts:
* The first level was playing <20fps. I don't think this game should have been too resource-intensive, so you might want to look into the performance issues. * The camera movement was an interesting artistic choice, though I think it was a little too buggy and distracting. * The way the blood fell meant a lot of repeat-platforming. This might not be an issue as long as the platforming stays simple. * I somehow ran through the wall/floor and that turned into a Game Over, haha :)
Simple and fun. I like the bright red and brown/yellow color palette.
I really liked the art style and mood and wanted to enjoy the game more. Echoing what @nathan-wash said above, I got frustrated with the bloody pipes puzzle. I tried numerous combinations that seemed like they should work, and lost interest because there was not an obvious way to exit and go to other mini games.
@soyrandom Yes! No problem, I'm glad you enabled the rating category :)
I love this entry! The characters and the movement are adorable. I really like how the difficulty ramps up quickly, since it scales superlinearly with the number of enemies. Unfortunately, the things you buy don't scale up as quickly so it feels like you're gaining a lot more difficulty and not a whole lot of "game elements" later.
I really loved the art in this game, and I thought it had a great feel. I had some trouble at the end finding the wolf to trap him, and I gave up after a few minutes of traversing the map. The fixed camera with the trees also made the game a little difficult.
Really cute game. I wish I had a second player to play with. I loved the animations, especially the dancing and getting hit with the ball.
@scalliondelight We had trouble with naming toward the end (both Blink and Send were originally named Teleport). The Send spell picks the closest enemy and teleports them to where you clicked. Thanks for playing!
I liked the feel of hitting things. You are sluggish when slogging through/losing hp and godlike when smashing to gain hp. Nice submission!
Fun game! I wish it had a little more polish: * I really liked seeing points of interest far off in the distance (like Disney's "weenies"), since it really made me want to explore the yard. * Without some direction to getting the jetpack or anything to do while traveling, I lost interest before finishing my exploration. * I would have liked to see move/idle animations on the main character, or some inconsequential action you could do to make "simply existing" in the game more fun. This might have also helped with making the travel time more tolerable.
404 :(
Lots of fun! I loved the sound and the graphics, though the stacking gunshots did get pretty overwhelming after a few minutes.
Nice submission! :) * I liked the idea of exploring what "nothing" means. I did not understand how the text connected with the game itself, and would have liked to see more synergy there. * The maze puzzles were interesting, but they felt like trial and error rather than learning a mechanic (which would have been more gratifying). * I really liked how easy it was to quickly retry a level. Every time I died, it had a feeling of "Oh, I just missed that and now I want to speed back to it and try again."
This mechanic is fucking awesome. I love the hook and rotate, and the momentum gain. I almost want to build a game just to put a mechanic like this in it. Great job!
I loved the humor of this game! I also really liked how the game started, discovering new mechanics. It felt like a lot of repetition after discovering the chair/broom/extinguisher, when the remaining objective was to kill all of the enemies. I would have liked to see more mechanics and enemy types to keep it fresh to the end. Nice submission, overall!
Collecting the orbs to give my pink guy his bodily features was fun. I also experienced the jumping issue. It seemed like I could jump as long as I was already moving at a diagonal (up a hill), but I could never jump from a flat surface.
The aesthetic was top notch (voxels, chill music, lighting, color palette) and it was enjoyable to just drive around. This was a great submission, and I don't think it needed a win condition (other than for time-boxing how long people spend to review it!).
I beat level 10, but I'm not sure if there was a challenge to it. Did you consider limiting the number of card sets or which cards the player can use (e.g. a Zoolander level where they can't turn left)? I'm not sure if this would be feasible with fully RNG levels, but maybe it could have been done with randomly combining pre-built map areas?
The two map mechanics I encountered were breakable rocks and conveyor belts: * Conveyor belts moving twice instead of once was unexpected to me, but the game doesn't punish experimentation so I could just have fun driving around to figure out how things work. * Similarly, I could take a chance running into the different-colored rocks to break them. I would change the rocks so that reverse into them does nothing (after all, the drill is on the front side!) and maybe require an extra move to break them (fordward-3 through a rock uses 1 to break and only moves you forward the remaining 2).
For some reason, I really enjoyed finishing a level with the backward-1 card (instead of forward-1/2/3). Incorporating style points or adding something like that as a constraint might have felt even more rewarding when completing a level.
Overall, I really like this submission and would love to see where you would have taken it next.
Fun and simple concept! I really liked the small details, like the carrot tops tracking score and the sun setting. After 50, my reaction time was just too slow for a single thumb on a D-pad :D
Neat puzzle game! I enjoyed the various plant mechanics :)
Fun wave defense game! I liked the upgrade system, and I wish there were more kinds of upgrades!
Reversing the knockback actually messed with how easy it was to farm the waves when they spawned, which I thought was kind of funny.
The acapella background music is hilarious, especially when the tempo speeds up. Great job in the humor category!
Cute game! Art and music were great. Those flowers in the after-hours beehive were BUMPIN'!
Great art style!
I like going back out and exploring more of the world as I obtain items to unblock obstacles, but it feels like I have to grind the same region at least twice between every upgrade. Reducing item costs would be nice for showcasing a game jam entry.
Awesome clicker game! I love the chill aesthetic. Great job with music, effects, and sounds! I just wish there was more!
This particular game/writing style is not my thing, but I decided to click through anyway. I like the multiple perspective narrative idea and the experience/emotion you're trying to convey to the audience. IMO, video games as an art form needs more of this. Good submission!
Without reading your submission, it took me a while to understand where you were coming from. Once I did, it completely changed how I was relating to the story. It would have been nice to somehow glean that from the game itself.
I think you're right that it's slow/long for a game jam entry. Maybe having more choices and having those choices impact the game in a more gratifying way (other than repeating back in B/C sides) could have made the pacing more palatable.
Jokes were frequent and fairly funny. Neat concept! I enjoyed making the body into swiss cheese while trying to find the envelope :)
Absolutely adorable platformer! The animation and fall speed really nails a weak bird aesthetic.
When loading up with a ton of items, you really have to get into a rhythm to fly upward. Spamming too quickly results in missed flaps. I kind of liked it, but I found that I had to rely on the sound effect a bit. Buffering jump input might be nice to make it more accessible?