Foon → Ludum Dare Explorer → Users → jtrink
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | 👥 | Seasaw | jam | 14 | 4.28 | 4.24 | 4.07 | 4.05 | 4.34 | 4.01 | 4.15 | 4.06 |
| 2017 | 38 | A Small World | 👥 | Cobra Caliber 2: There Can Only Be One More | jam | 3.50 | 2.50 | 2.00 | 2.00 | 4.00 | 3.50 | 2.50 | 3.00 |
It feels like a very good port of a board game of some sort, definitely feels like a fun board game that we can play on our own in our browsers.
While the gameplay itself deserves to be tied to some better art, having the levels based on real world geography was a great touch. And of course, leaderboards are always a great thing to have in a compo game.
Amazing art and presentation. Bouncing mechanics are spot on. Smoothly playable in browser is a huge plus as well.
Wish you could restart by pressing space instead of enter after death, though.
Finally managed to fix the issues with my HOTAS being used as the default controls by just unplugging it :)
Great interpretation of the theme! The hat guy downstairs is going to give me nightmares, with his gaze following me wherever I go. The damage effects are nicely done.
Not sure if intentional, but its actually a cool juxtaposition with the player taking damage when near others, but the conversation system feels really nice to use and the party guests actually have some interesting things to say. Very solid compo entry.
Amazing aesthetic and the gun feels great. Audio is spot on as well. Thank you, this was great. Wish it had a multiplayer instagib mode, would probably kill hours of time
Pretty awesome game if you ask me! Works well in the scope of the jam and is really promising if development is continued afterwards. Would be really cool to see some more involved RPG elements if the game is fleshed out.
Controls could do with tightening up a bit, I had some issues with giving an adventurer a move command instead of selecting the guy I was trying to select.
The mechanics just kept on coming! I love how the game is introduced with bleak and screwed up lore, so when weird things you were expecting happen you just go 'Oh, I guess this is happening' and have to roll with it. Nice riff as the main leitmotif of the game, which then has variations based on what is happening. Plus the art has a lot of character and is stylish as hell. Can't believe you made all this happen solo as a compo game.
There is one enemy that feels like it is a game of Pong. I just shot it down though and never met it again. Can it actually be killed by playing Pong with it and do you get a bonus for doing so?
Awesome sound design! I would have liked the game overall to be a bit more hectic, with the rounds going by faster and more things spawning that the player just doesn't have time to get to. Would have brought out the theme a bit more, as the mechanics are in place but take quite a while to ramp up.
Great submission for one person with limited time and other responsibilites! I agree with the others, it would be really nice to see where the meteors are about to fall. It felt like the coins were always spawning just behind me or just in front of me, so they weren't really guiding where I needed to go.
Did you experiment with other camera angles as well? Feels like an angled overhead view would have made it a bit more intuitive to navigate.
Sadly unable to test it myself due to issues with both the windows and web version, but saw the gameplay on elysiagriffin's stream. Very cute and well polished.
Great job introducing and teaching new features to the player gradually. A short animation (along with stopping movement) while the snail is in the toilet would have added a bit more impact to that feature in the game.
Some great game design here, the platforming feels great and the difficulty has been tuned just right. The ability to quickly reset really helped me get into the classic 'I have to give the level one more try' mindset.
Great level design as well. Could use a bit more polish though. I was a bit disappointed bombs wouldn't affect two walls at the same time (when falling into a corner between the two).
Nice level of polish, the controls and the shooting feel great. Really lets you feel like a hero when a core is being overwhelmed and you go clear it out, with everything exploding and shaking. Got a bit tired of holding down the mouse button all the time though, not clear why I would ever stop shooting. If I never have to stop shooting, why am I holding down a button to shoot?
Great and consistent style. LOVE the music ramping up as the game ramps up in difficulty. The dash feels like it dashes a bit too far, I felt like I wanted to dash exactly to where the mouse cursor is. Mechanics are solid overall, but the movement is perhaps even a bit too tight? Did you experiment with some momentum on the player so you don't stop instantly?
Works well enough as a proof of concept, but seems like there was not enough time to finish the gameplay aspect of it during the jam to create a really satisfying gameplay loop. It almost feels like an idle game turned up to 11, so you have no time to actually idle and are constantly micromanaging everything. Definitely some cool ideas here which deserve to be fleshed out.
You definitely achieved your goal to make the movement feel amazing. The fact that a single action (jumping) on one button has so many gameplay implications is very well designed. Jumping lets you scout, clear more and combo into even bigger clears.
Feels like the game is begging for some kind of squishing animation on the player ball and some (gross) lurching sounds.