Monster Keeper by yetanother 2020-04-20T18:36:18Z
Very smooth and the physics is well balanced ! Very good job on of my favorites Compo game !
Foon → Ludum Dare Explorer → Users → joannetteg
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Keep Kitty Alive | compo | 506 | 3.45 | 3.30 | 2.87 | 4.15 | 4.22 | 3.45 | 3.30 | 3.37 |
Very smooth and the physics is well balanced ! Very good job on of my favorites Compo game !
I like the atmosphere and having the cursor being a torch is a nice touch !
Loving that 1999 GeoCities aesthetic and really cool concept too ! Keeping it alive is quite a chore !
@mickm Haha chore as in challenge, yes !
Very well put together! The flow of the game is really pleasant and dynamic! It's really hard to put down once you get in the loop, it's oddly satisfying to burn all that stuff!
Very well polished ! The size of virus and character vs. the width of the roads could probably be tweaked, but other than that, very solid entry, really enjoyed it.
Original art style. Along with the music it created a very pleasant atmosphere !
Would have been great to have a little more visual feedback when you do matches to see how much resources is gained, but very nice concept with good audio design. Good job !
A very pleasant game ! I really like the simplicity of everything and it felt quite polished.
My favorite game of the jam yet ! Much excite, such chaos, wow ! The comedic timing of all the wires disconnecting at once on a panel for the first time on day 2 cracked me up and very consistent art style and sound design too. 5/5 would play again !
Super original, love the idea ! And thumbs up for that disclaimer !
@mbc Thanks for that great feedback. You are right, certain actions do take more time than others. Didn't get around to put in the cooldown timer in the buttons sadly, would have been better for communication. And that's a nasty bug you found there ! Thanks for letting me know.
@yetanother Yes ! This isn't actually a survival game, it really is a life sim ! :P
@noobexception Haha yeah, the thought behind the difficulty curve was that I went for hard because I feel if the games were long it would end up being boring. Part of the fun to me was to fall in that panic mode/state and it's short enough that the repetitive nature of the design becomes less relevant.
Also, wanted to make it so that when you replay and get 5 more seconds on your highscore, it feels like a meaningful step up and since the games are so short, the "Just one more game!" is tempting.
@mudlee I wouldn't say it's "only" that, but at first glance without trying to dissect the design further, one could say that, yes.
@mudlee Yeah, didn't get around to put the cooldown in the buttons during the game jam. Depending on the actions there is a 1 to 3 seconds cooldown (lasts the duration of the fx over the cat's head). During cooldown all action are locked so the players has to prioritize the actions taken depending of how much life and happiness are left and how long the cooldown will put them in trouble.
There's no win scenario. It would just be boring to be able to keep going forever. The challenge is to find the rhythm to maximize the time you can stay alive and beat your own score.
It's not OCD people friendly: "a management game where you can't win" haha but imo it was the best way to make a real-time tamagotchi not dreadfully long and boring.
Love the aesthetics of your game ! Especially how the shadow people just hang enough at the edge so that you feel their presence. Very well made.
That pixel art was super tasty ! Everything fits very well together. Well done !
The jumping feels a little imprecise, but great concept and atmosphere !
Scrolling could be a little bit slower / smoother. Otherwise, it is very enjoyable !