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JLewis

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201738A Small World👥Flerthjam444.063.833.814.524.474.504.413.76

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 JLewis

LD38 — A Small World

Snoozle Pooz by mathijs750 2017-05-17T12:27:57Z

Very adorable. Walking about was good fun and looking for people to cat was satisfying. The cat model is really lovely, the overall art is constistent, lovely and all works together.

Some points to work on, the camera snaps a little too quickly. I think it would benefit with a bit more Lerp from point to point. I liked the fact I could jump, but there wasn't much to jump on! A few bins and some cardboard boxes for me to jump around on, scaling over a fence perhaps, would make the experience feel more cat-like.

Over all though really well done!

Final Front: Planetary Defence by coomzy 2017-05-18T21:16:13Z

This is a surprisingly fleshed out game for an LD jam entry! I'm really impressed by how finished the mechanics are. It's a really nicely made little TD game.

My only major concern is in the balancing. The metrics are alittle off. If feel as though either the enemies shoot to quickly, or the towers cost a little too much. I couldn't really save up money to by the more powerful towers because I couldn't spare the firepower. The enemies were too quick and fired to often. I didn't want to NOT spend money on towers because I got swarmed very quickly otherwise. I feel a little bit of balance time would really sort the game out.

Other than a bit of number-crunching, the game is a really nice example of a deep jam game. Well done! I'd defintely play an updated, more worked-on version in the near future.

Flovala by larzan 2017-05-18T12:29:49Z

A very nicely presented game! The art is solid, very well done and nicely implimented. There's a nice texture to everything that makes it all unify nicely. The character designs very readable. I knew who the good creatures were, who the bad creatures where, and what I could eat. All instantly.

A point for improvement: At some point, when I got big enough, there was a nice swap. Where I played as the enemy like creatures and got to eat the nicer creatures. I felt like this was some sort of allegory on how enemies see eachother. If it **wasn't**, then I dont feel like the swap made a lot of sense and needs to explain what happened and why. If it **was** then I feel it could of been easily missed, again needs a bit of work to make it read a tiny bit better.

All in all though it's a very charming little game. Well done!

NekomimiAtsume by parkdraws 2017-05-03T11:50:21Z

Really adorable artwork. Excellent game-feel in there. It does feel like a nice little petting zoo. A small world with these two little characters.

Some improvements I think could add to the experience: Since the world is small enough to fit on-screen already, some more time could of been spent on perhaps adding a little emote for when the characters walk passed eachother. A wave or a wink between them would really add to the mood. Show us they're aware of eachother.

But all in all it's a lovely little toy. Excels in it's presentation effortlessly.

Squadaloo World Cup by johanw123 2017-05-02T20:07:32Z

The spotlight in front of the player was a good choice. I could see which way my player was facing at a glance.

The heads are nicely made assets, they do add to the mood of the game. Though I would of liked them to factor into gameplay in some fashion. Especially since they're take up so much of the space.

The ball is nice a big, very easily visible. I never lost sight of it even when it was changing colours. It felt a bit light however. Perhaps increasing the mass (and adding a bit of a thump sound effect when a player hits it or it hits the ground)would go a long way to fix that.

The goal in the middle is a made the small arena always feel risky and kept the match exciting. However, I didn't feel like I had much impact with skill. It felt like a better strategy was to always just crowd the ball as much as possible. Adding two goals may help, so that I can switch from attacking an enemy goal and defending my own. Making the game feel more tactical. As it stands, though, having a goal in the middle is a great way to keep a small circular arena interesting. Especially with wrap-around.

Well done! Great multiplayer game made in only a weekend.

Flerth by parahunter 2017-05-03T16:49:18Z

A lot of love for Flerth, thank you!

Flerth by parahunter 2017-05-09T10:17:13Z

@for-science Oh wow, hell of a ~~bug~~ secret ending you've found! Love the screenshot, thanks for submitting!

Flerth by parahunter 2017-05-18T12:51:15Z

Thank you all for the really great comments!

The Robot's Trial by citsua 2017-05-18T20:56:03Z

The fact you got a little story wrapped up in there in so short a time. A nice little character and set up. Dialogue and a text widget too. Really nicely put together.

Unfortunately, as soon as I got the magnetic power up I used it, and pushed the metallic cube I was using to keep the door open, over the edge. I trapped myself in the magnetic power-up room. A very simple fix would be to have the door stay open after we pick up the power-up whether there's a cube on the button or not. If it weren't for that little cock-up of mine I would of played longer. It's an unfortunate, tiny thing missed during development that mean't I ran out of patience and couldn't see the rest of the game. Perhaps a few minutes of play testing around that puzzle would of picked that up.

Don't take it as a slight on the rest of the game though, it's a nicely made little jam game with a lot of ambition behind it.

Hopefully, we could take away the lesson of playtesting a little bit before uploading.

High Society Poking Enthusiasts by Dev Dennis 2017-05-18T12:42:09Z

Very unique! Definitely lived up to it's name (which is a great name for a game!)

The level does a great job of making me feel underwater. I think the banding shadows along the terrain, the floating particles and the blurring filter do a good job. The goofy fish are nice to prod about! They swim in a way I would expect fish to. They're nice and big and fat, so instantly I'm like "Going to poke the hell out of that." And watching them effectively die and float to the surface was a laugh.

Some notes for improvement. I'm all too sure why I had to walk through some tunnels to get to the fun bit though. I think it may have been an error to include that beginning walking section. The scene could of been based in a pit and I could of spawned on the lip above it. Then I would know where to go and what to go for straight away. "There's the fun stuff down there, let's go have a look!" I think that would have a more exciting effect on the level design, with much less work/time spent. Secondly the Field of View on the camera is quite pinched it. It can make some people quite ill. A lot of Unreal engine games seem to default the FOV too small. It's a small thing but it's easy to change and makes the game more accessable to a lot of people.

Even with the above critique, I am pretty astounded with what you put together in a weekend. So really well done! Would poke again.

Chick And Giant by DanteWang 2017-05-18T12:50:23Z

Really well done level/puzzle design that makes it shine. Which is surprising because of the time limit on LD! Very impressed with that!

Some points of improvement: Like above, making all actions happen a bit quicker would give the game a bit more energy. I'm not all too sure how this ties into the theme that much, but that didn't really bother me. I'd of liked to have a bit more info after finishing a puzzle. It told me how many moves it took, but not what the goal was. Maybe showing "You used 3 / 7 moves!" would of improved that a bit.

Otherwise this is super solid, it's definetly the type of game I could see people playing on their phones quite often.

A Small World by 0AS0 2017-05-02T20:26:39Z

Several good things here. I really like the random pathing on the characters. It's nice and random, not too chaotic, but still feels like genuine game-character wandering. The art on the world tiles is good too. It tiles well and doesn't hurt the eyes. the flower patterns were nice too. The world is suitably small, you do get a tiny bit of that deja vu feeling of wandering around the same place, meeting the same people over and over. Being thankful when a new person comes a long. I was real glad when new characters entered the scene. That feeling is there, well done for capturing it! That's a challenging thing to do.

Some feedback for improvement. While the world is nice and small, it can feel a bit bare. Some things that could of improved that is to re-colour some tiles in an area to give the feeling of 'biomes' or regions as it were. Perhaps scaling the flower down and adding more of them could of made it feel a bit fuller, too. Secondly, and this is art related again, using the same character art for all the characters meant the best strategy was to just watch the score counter in the top left instead of the characters themselves. I feel like that does a diservice to the rest of the hard work you've put in.

All in all, very good for 20 hours work!

PS, minor bug. when I access the About page, I can't come back to the game menu. Hitting enter won't select the Back option. Can be fixed easily by restarting.

Murder Mitosis by _for_science 2017-05-17T12:43:31Z

This is a very interesting concept! I think the main twist of is that I can make all the cells converted to my colour aggresive. I'd like to have seen this take more focus but as it is it is a unique idea. The theme and graphics fit very well together with the concept, I find it natural that us cells would do combat like this in this small world. You've nailed the theme and graphics. I'm also impressed at the level of challenging AI in a game built over a weekend. Well done!

Some points of improvement (there's not many, it's very solid!) Perhaps combine the 'converting' with the 'aggresive behaviour' into one function. When I convert cells they could be automatically aggresive. It may lose some of the strategy but this game doesn't feel like a strategic fight to begin with, it's more like a lightening landgrab. Secondly, and this is a really small thing, when I'm playing single player and I die, the match should end immediately. The AI are pretty compitent and fighting eachother, which means I am waiting for a good while for the match to end.

All in all a really solid, unique entry. Well done!

Planetone by shillingburg 2017-05-18T12:56:29Z

Played this before judging even started and it's been on my mind ever since. It's a really lovely bit of music making gameplay. I can't really give any more positive feedback since everyone comment above has said it all. I especially like the indicator in the bottom left, it's a nice chunk of simple genius.

Only feedback I'd like to add is to add some nice, loud percusson plants. Because I'm the kind of idiot caveman that likes to hit stuff and make loud noises.

Lonely Planets by Death_Is_Cold 2017-05-18T21:26:53Z

There's a little bit of Undertale in this game, and I think that's an advantage. There's a nice few characters there, with their own separatate attitudes, all trapped on little worlds chained together. I think that's a nice little idea to think about. Wandering around and talking to the the characters was nice. I appreciated that the camera didn't rotate with the character as I went around a world, I think that was a nice touch as most LD entries based on a planet (this year) doesn't do that.

Some points for improvement: I think some of the worlds need a little bit more set dressing to add to the story of these characters. Also the text is a tad off-center to the dialogue boxes. I know this is a Gamemaker game, so I can help in some regard here. It could help if you positioned the text-drawing event using relative. Making it relative to the center of the dialogue box. A more stylish fix may be to not have a dialog box at all! Maybe using a white font-colour and letting the words sit on the dark background in space would both fix that problem AND make the dialog feel more dramatic, stand-outish.

If you need any help GameMaker-wise or want feedback of any improvements you make on this game post-LD, definitely give me a tweet. Link my profile.

Jetpackman VS Bouncy World by r8berto 2017-05-18T21:04:46Z

Jump and jetback feel pretty great. The art all fits together really well. Sound effects siuted over all. The mechanic is genuinely compelling and always challenging. Jumping on something that is trying to shoot at you is really hard, but really rewarding.

The only real constructive thing I can add is that the Lives indicator above the character is not very obvious. I think they could of benefited from being the same white colour as the character and perhaps more heart shaped (cliche, but effective).

All in all, really well done! Very solid, tight, stylish and engaging.