FoonLudum Dare ExplorerUsers → johnasebok

johnasebok

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuCo
201637One roomCube Hopjam17
201636Ancient TechnologyLanterns Lightjam
201635ShapeshiftSheep Shape Shiftjam9572.763.002.812.882.943.063.2933

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

Comments by johnasebok

LD35 — Shapeshift

PowerShift: The People's Republic of United Democristan by nintendoeats 2016-04-19T02:56:00

This is the first game i run into that the developer was kind enough to supply a manual for. Thank you :). Not only did the inclusion of a manual help but it showed that there was a bit more thought other than the typical "Me bash button, Me blow up thing, Me pew pew". I didn't score high on the theme cause not much shape shifting going on unless yo count the many blood stains I left of the rebel scum.

I had it stop on me a few times when attacking. But other than that it was enjoyable.

Turbo/Glide by rnlf 2016-04-21T05:26:00

Very cool and fun. The sound almost reminded of the days of playing Pole Position at the arcade. I made it through the first level but died more often then a nOOb playing Dark Souls on the second one :P

Drunk'n nuts by AngrySquirrels 2016-05-09T03:36:00

Positives:
The graphics are superb and well designed. The backgrounds, characters and music all blend well together and do a good job of 'world building'. The characters are unique and cute enough to warrant putting them on a t-shirt to sell at your local watering hole :)

Negatives:
As you mentioned - its short. It took me longer to download the game then it did to beat it. With that being said - when I did beat the game I wanted more. Which is saying a bit because I there are many games that after playing for a few minutes I didn't want more.. I actually wanted my 5 minutes back :/.

With that being said - this is Ludum Dare, the goal is to create a proof of concept to see if a game is worth while to put more time in to build upon. My opinion (and seemingly the many other opinions posted here) are that this game has a lot of potential.

Good luck ;)

DroneWatch by zzapp 2016-05-09T03:50:00

The varied attacks were a nice touch. The streets, city and people had a 'minecraft noir' feel, where things were designed to be low poly but the coloring gave a night time vibe to the game.

If I were to give one suggestion that is not mentioned here would be to add a few more details to the UI like humans remaining or your current shape shifter kill count.

Solid entry over all :)

Forge Rampage by Riftpoint 2016-04-21T19:50:00

I enjoyed the art direction and music. The characters and enemies all seemed well made and had a professional polish to them which is something that is rarely seen in a short gaem jam.

Ogre Time! by michalpypek 2016-05-09T03:22:00

I really liked the hand drawn characters and I enjoyed the variety of possible shape shifts. I found the knight, the sheep, Mario Knight?, the ninja and the 'terminator'.

Most of the comments mention character speed and I am going to mention the same thing but elaborate a bit more on why I thought the speed took away from the over all experience. Over all, I thought horizontal speed worked well and I did like how each character had different speeds but the main character gets killed waaaaay to easy when he jumps as he has a really long and slow hang time where he can't attack. I would often jump and before I would land an ogre would sweep in beneath me prior to me landing and it would kill me. This would happen by dumb luck so as a player I felt cheated as no matter what i do - once I jump I have a 25% chance of an ogre cheap shotting me :/ (<--damn ogres... who knows, they may attack like this in real life and this might be the worlds best ogre simulator).

Other than that, I played multiple times just to inspect how well the animations were done. They reminded me of the flashback scenes in Kung Fu Panda where the action is depicted by hinged paper puppets. I might be reading to far into this but the idea of fairy tale creatures moving and looking like they hopped right from out of a book gave the game a well defined mood.

Well done and I hope you are feeling better :)

Sheep Shape Shift by johnasebok 2016-04-19T01:33:00

Music and sound are home made. The trees, terrain and character controller are all part of Unity Standard assets.

Enjoy!

Sheep Shape Shift by johnasebok 2016-04-19T01:35:00

Source code will be posted soon. Although the game is under 20 meg, the project folder is over 200 meg because of the 'bonus' material that ships with Unity's Standard assets.

Sheep Shape Shift by johnasebok 2016-04-19T05:16:00

I set up a web based port. The Frame rate is janky because the just the way WebGL works (or I haven't worked out complete optimization yet). But feel free to download the Windows full version and play it in all its glory.

Enjoy!

Sheep Shape Shift by johnasebok 2016-04-19T12:53:00

Hi Crosstales. Thanks for playing.

It was briefly mentioned in the instructions but to gain more crystals you have to leave them out and they will multiply :).

Thanks again and have a great day!

Sheep Shape Shift by johnasebok 2016-04-22T11:34:00

Woah, nice job AnaGF! Sorry its not mentioned in the instructions but once you get 100 gems you need to run into Shamus to defeat him. I will add that info to the instructions.

Thanks for playing :)

Sheep Shape Shift by johnasebok 2016-05-07T03:17:00

Thanks for the feedback MintArcade and adsilcott.

I do plan on adding some polish to the game soon and perhaps change the view from first person to third person so you can see if a sheep is sneaking up on you.

@MintArcade - BUILDABLE FENCES!!!!! Fantastic idea, perhaps add a Shepard to the field whom you can cash in crystals to purchase perks like fences or cattle prods :).

Miss Turner's Magical Pet Swap Shop by Rose 2016-04-21T19:36:00

I like the minimalist art style and I can't shake the music from head - its rather catchy :). Although its been said a few times already in the comments, the controls are spot on and the transformations actually 'feel' fluid.

Well done.

Dr. Deckenstein: An Adventure in Severed Parts by quill18 2016-04-21T20:59:00

A great game that shows when it comes to making card games, this developer is playing with a full deck.

Most card games feel like... well... card games. Take HeartStone or Magic the Gathering. You take a card and you play it. Each card in your deck is a fancy graphic that when you boil it down, all you are playing is a 'Old Maid'.

This game adds a refreshing and an interesting RPG element where the cards will quip back. Monsters cards have been given a personality which makes it feel less like a card battle and more like an old fashion (Final Fantasy-ish) fight. Options to choose your path add another RPG element and the story line raise the tension level of playing the game. All working well as a device to add weight, meaning and the sense that each battle won\lose will have consequences.

Well done.

Cult Quest by solkar 2016-04-22T16:23:00

I really liked the character design and the over styling of the game. The one button control lends this game well to a mobile port.

LD36 — Ancient Technology

The Awakening of the Golem by DragonZBW (SparkLight Games) 2016-08-30T02:38:00

Fantastic! As suggested, I played through til I got back to the temple. ***Spoilers: If you get hit once you die, the easiest way to stay alive is when you see an armed heretic just stop and wait for them to get close enough for you to punch them in the face - unarmed people run away from you, red shirted knife wielding psychos charge you - I felt no remorse for face punching them***

I was hoping the temple had a pair of ice skates, could of used them - the terrain is not golem friendly.

Great humor though out, interesting game play once you figured out the mechanic and good pay off for completing the game.

Well done.

Ancient Techno-ology by elli 2016-08-30T02:19:00

Music was catchy and I liked how you could find collectibles to change it. There was a lot of techno here but not sure about the ancient part :P.

Game had a Q'Bert-esque feel to it. The colors/electro blurs where both distracting yet eye catching.

Ancient Tower by nerdenough 2016-09-02T03:27:00

Woot!

I beat the game...Once i started playing it my loathing for the enemies forced me to complete it :).

The Good:
The level design was well thought out. The tower slowly coming to a pinnacle is a great way to send feedback to a play on how far they have to go to complete the level. The narrowing also makes the areas you can run to smaller adding some additional panic to the game. The spites were also well done. Although there was not much sound - the sound that was there was not distracting and provided a good que on when you had to watch out.

Suggestions: Several times when I started I was hit before my fingers reached the keys. Perhaps have the enemies show up after you have ascended the first room of platforms. This would give the player a few moments to get familiar with the jump mechanics before having to learn to dodge.

Good job :)

Glutenburg by Ebriosus 2016-09-02T04:03:00

This would work well as an educational game for math.

With that being said... I failed. My first 2 plate assignments both required an impossible to get amount of ink in one color of another. It was sad to see Gutenburg starve, but he looks like he could miss a few meals :P.

I enjoyed the art work and the math-esque theme and music did make me think of a game I might see at the library or in a school.

EverDown by Ryusui 2016-09-02T03:42:00

The good:
The player moves well and the graphics game me a little nostalgic feeling for playing Dig Dug. The music does have a subterranean vibe to it.

The Ok:
I never felt threatened by the giant laser. I could easily out dig it so I felt I could dig forever. Without the danger there was not much urgency to do the artifact hunting. So although the power ups were a neat mechanic and I was at first curious to explore them - I felt I was playing Pac-Man and I got a power pellet on a ghostless board.

Over a good submission though :)

Escape From Earth by Stending 2016-08-30T01:41:00

The art work and GUI work for the room interaction was well done. I revisted this game after I played it the first time (the first time I just explored the room). After playing the first time I couldn't help but to think "There is alot of detail here for just a one room game". So I revisted... and scored a 70 :P

Escape From Earth by Stending 2016-08-30T16:00:00

"Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description."

Just did. Have a great day.

Write Only by randomhuman 2016-09-02T04:21:00

Really enjoyed the game but unfortunately my shootin' skillz must not be up to robo-heritic levels as I died a lot :(. I fear I may never be able to project the commandment of 'don't touch Colin's stuff'.

The imagery, 8-bit and clean color palette really came together nice. Great job and presentation.

Lanterns Light by johnasebok 2016-08-30T02:46:00

Thanks for posting AWOL. I had the game posted but neglected to hit the "Make game public" check box.

It should be working now.

Lanterns Light by johnasebok 2016-08-30T15:15:00

@Nichii

Great feedback. Some sounds improvements are definitely inorder. I didn't have any sound what so ever until 10 minutes before submission:P. It was last on my to do list and unfortunately it shows. The not knowing where the zombies are located is supposed to build some tension - but you are correct that without giving the player any feedback on the horrors the zombies are committing while out of site... it does feel more like playing hide and seek, which can give the player the feeling of 'tedious' in lue of the intended tension and panic.

@Guennor
I actually LOL'd when I read your comment. There was a point in development where I had all the amount of moves a player, villager and zombie could make all coded - I referred to this in code everywhere as "moveUnits". Once I placed the characters on the board I wanted to name them units but... i was using the term "units" everywhere as a measurement of movement. Believe it or not but the only reason why they aren't called units is because of the variable name I used for measure movement early in development :P. This was an OCD moment where I knew I should be fine with using the term "unit" for both but I just couldn't bring myself to do it.

Thanks both of you for the feedback :)

Lanterns Light by johnasebok 2016-09-02T18:42:00

@JK5000

Thanks for the feedback. I agree, I was trying to use the lack of light to build some mood and push the necessity of using the lanterns. Unfortunately the side effect of the low light is the model colors are difficult to distinguish. Late in the process I tossed white hats on villagers as a band-aid but I will be working on adding some more context to the characters so the player can better tell them apart.

Thanks again.

@n42k
Sorry no linux version but after I fish my next bout of updates I will be sure to publish out a web version.

Bobby Bow by AWOL 2016-08-30T02:07:00

I had a few issues... I got pretty good with the game and was able to explore most of the map. There is a bounding issue on the left and right sides of the map - that is to say you can walk right off the game and it appears you can go for infinity in either direction. Perhaps that's the best way to kill spiders :P.

You matched the theme by using ancient tech and not a bad entry for a shoot'em up game and nice extra effort by tying in a leader board mechanic.

LD37 — One room

Robot Retreat! by barkergames 2016-12-15T02:53:00

I can sum what I like about this game up in one word - "Details". I liked the extra effort of having the roller ball spin when you would travel on the ground. Although this game is 2D - the size, placement of objects, and even the color palette seemed to give a weight to the objects. When you are buzzing about the screen you never feel like you are moving a 2d sprite but that you are propelling around this hefty iron orb. Well done.

Cozy Christmas Village by juxipolo 2016-12-15T03:26:00

Fantastic work for a game jam. The scenery and sprites makes it feel like sim-Santa.

On the downside... not sure how this fits the "One Room" theme.

Cube Hop by johnasebok 2016-12-15T03:00:00

Thanks bigpan. The movement was a choice for the game mechanic. If you hold the Z or X, the cube will lurch to that direction and you will have to release the button to move again. The feet of the box stick to everything while you hold the Z or X, releasing Z or X during the cubes ascension will cause it to jump - the further the travel of the leg the further the jump - if you wait to long and reach the end of the legs travel, you stick on wont hop.

I will add some more detail to the game description to help future players out ;)

Namcap's Nightmare by bigpan 2016-12-15T02:31:00

I really liked this re-imagining of a classic game. The first time I played I didn't know what the "You might feel that you've played a similar old game before. " reference was about as I spent a few moments exploring the initial room and inspecting the painting on the wall when I was jumped by a ghost. Second time around I chuckled when I started getting the energy pellets and hit my first power pill I realized I was playing Pac-Man. The mood really changes once the hunted becomes the hunter :P.

So lets break it down... I liked the graphics and they gave me the "Evil Dead" movie vibe of being stranded in a haunted cabin. Most the models seemed adhere to the creepy cabin theme with exception to the power pill which just kinda jumped out to me as being out of place. I felt the game could of benefited by having a mini map or compass as the dark setting without many different textures makes it difficult to know where you have been or where to go. Perhaps the the lack of these type of helpers where omitted to compound the claustrophobic feel of traversing dark hallways, if that were the case I wold suggest adding a few more art pieces to the walls to give the player a sense of where they are.