Danmakoïd - Bullet hell metroidvania by Talops 2018-04-25T15:48:45Z ♥ 1
This game definitely had the best music of the games I've played so far this jam - I really appreciated that.
Foon → Ludum Dare Explorer → Users → jf1989
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | Boxed Out | compo | 3.50 | 3.75 | 3.25 | 3.00 | 2.92 | 2.67 | 1.88 | 2.80 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Yet Another Turn Based Bullet Hell | compo | 287 | 3.48 | 3.47 | 3.62 | 3.72 | 3.19 | 2.19 | 2.54 |
jf1989 leaves an average of 9.5 feedback comments each event.
This game definitely had the best music of the games I've played so far this jam - I really appreciated that.
This is a cool little game - I don't see a box to rate the audio for it, though? Which seems a shame
This is a really nice little puzzle game - the two mechanics go together really well.
This is a really great entry - the graphics stand out to me as particularly well done. It was also very obvious what I should be doing so I could get straight into playing - and the game worked out fine :-)
I think the way you've combined the mechanics of typing and breakout has failed to take advantage of their interaction. In the game as it is you have easily enough time to write the word on the other side of the screen to the paddle, then try and time the paddle moving from one side of the screen to the other to hit the ball. Conversely, when the ball is moving from one side of the screen to the other it is far too quick to change its direction by typing the other word. Hence, there is no real difference between the game you've made and a game of breakout where the paddle is always either at the far right or the far left and you can only move from one side to the other in order to try and hit the ball.
If, instead, you had slowed the ball down and had two paragraphs of text on either side of the screen and the paddle moves as you make progress in typing either of those paragraphs, then there would have been a much more solid/interesting interaction between the two mechanics.
Hey - don't worry about the extent of what you produced or where you're at now - game development is very hard and turning something around in two days is extremely demanding for anyone. The important thing is that you get something out of the LD when you do it - and having that deadline and pushing something out for other people to play is extremely helpful to allow you to learn as a game developer.
This game felt to me like it was more about luck than anything else. Even when trying to get into positions where I would be able to burn cards I don't want and save up cards I need, then pop out to hit the enemy with straight shots - that was insufficient to win unless I got more of the right cards whilst doing that.
It's a nice little game - a number of people have been showing that cards mix well with a lot of things this LD :-)
After a few goes of refreshing - I see roughly what's going on. However, the mechanic of having a small amount of energy which runs out quickly and completely ends the game is simply frustrating.
I was having a lot of difficulty with the speed - then decided to turn the refresh rate of my monitor down from 144Hz to 60Hz - helped a lot ;-)
Aside from that - this is a neat little genre mash up
This is a refreshing take on a farming simulator game :-). I enjoyed the fact the stealth mechanic resulted in my carefully getting wolves to orbit me as I tilled the soil - that is a pretty unique thing to have in a game!
Also, the graphics were super cute, which I'm a real sucker for ^_^
This is a nice concept well made. Perhaps it should be pushed somewhat to combine the mechanics. For instance - some of the buttons seem to open a door for a short time period - it could be nice to have puzzles where the player needs to go over the button and land on top of the door in order to be on top of it when it goes up in order to get to a higher level. So, the buttons where you had to press the button and go through the door on the same shot were much better than the ones which just open/close a door indefinitely, as they combine the mechanics.
Anyway - just a thought - mainly because I'd be interested if you decide to pursue this further.
I'm glad I was correct that I wouldn't be the only one making a turn based bullet hell :-). Though we've gone about it in quite different ways!
The artwork and game feel of this is great - it makes a nice whole with a consistent feel.
One thing about the UI - if I were to play this for a while I would really want to use the mouse to move. Also, the trade off seems to be how many bullets I can fire per round to how far I can move - so if I could limit my moves to a certain number of points and see the radius for that, then click with the mouse inside that radius, it would be nice. As it is, I find the input style a bit clunky.
That's not such a big thing, though - altogether it's a great little game :-).
I like the idea behind this - but found no matter how little attention I paid to the phone I couldn't work out the driving mechanic regardless! The meteorites seemed to come into my vision from nowhere without me having time to evade. If it were possible to notice the meteorite and quickly evade that would have made for a better mechanic in my opinion (and, as it is, it is quite possible if you drive correctly that _is_ possible, but if so the mechanics of driving aren't well sign posted enough).
Another note - I tried to see if I could just stop the ship in order to just play the date sim - so I began by pressing "backwards" a few times. After doing this, I then seemed to fly right through about five meteorites before I crashed into one. Also, on a couple of occasions, the "oh no!" screen popped up without me ever seeing an asteroid!
This is a nice little concept - I don't really know how it fits the theme, though :-P
Unfortunately I was barely able to play this due to bugs. The concept seemed potentially okay - but it's very hard to judge how concepts are going to pan out until they're actually implemented. Definitely meets the theme, though :-)
I think a better description of this game might be an incremental/soccer or clicker/soccer crossover. Regardless, the main problem this currently has is that the controls for the players get mixed up with other things - if I try to click on a player to get them to move into the field it'll bring up the buy new players menu if they're in that area. Perhaps a bigger bounding box/higher precedence for clicking on the player would have been better - as it is, it is annoying to watch the AI score against you when the only reason your players are standing still is that you're having UI difficulties selecting and moving them!
LD44 — Your life is currency (2)
Entity Manipulation by JCMonkey 2019-04-29T19:04:34Z ♥ 1
This is a really nice little puzzle - very nicely executed in graphics, sound and idea - well done!
Mercs by fazz 2019-04-29T18:27:49Z ♥ 0
The game looks great - really nice artwork! I agree that I don't really see the theme so much in this one...