FoonLudum Dare ExplorerUsers → justin c. rounds

justin c. rounds

Games

YearLDThemeGameDivisionRankOvCo
201225You are the VillainInnocentjam2852.4222
201018Enemies as WeaponsPossessomancerjam13

Performance over time

overall score (left axis) percentile (right axis)

Comments by justin c. rounds

LD25 — You are the Villain

Innocent by justin c. rounds 2013-01-05T13:48:00

My core concept was the idea that the player becomes the villain based on pure circumstance. The player picks up the sword and is wrongly accused of murder, becoming the villain of the story.

That said, if you get caught by the lieutenant and then are not able to move or some other state that doesn't show the game over screen, that is a bug. :D

And No, I Won't Tell You What It Is Yet by wademcgillis 2013-01-05T15:16:00

Not bad. Doesn't seem like there is any reason to eat clothes/plants, though. Game became almost unplayable after the key was collected (framerate tanked when the flashing started up and the ghosts came). At first it's hard to tell that the ghosts are causing damage; the damage indicator reads like hearts are being added instead of removed.

PunchTheBaby & Goats by SaxonRah 2013-01-05T13:40:00

Seems like a disregard for the player. Is this intentional? Is the "you" in "you are the villain" the developer? Or am I my own villain because I'm trying to play this thing and making myself its victim?

Universe's Next Top Villain by Floko 2013-01-05T15:00:00

Nice work! I love that you've built this framework for endless creativity. Simple concept, well executed. ALSO AWESOME CREDITS SCREEN

Onus by iximeow 2013-01-05T16:45:00

Love it! Only oddness for me was the "Press x..." text would sometimes be garbled (or is that intentional?). The ending is fantastic. Kinda wish I could replay without having to relaunch, but I'm not sure that is a bad thing. I like how small it is — makes it seem more precious in a way, like a tiny window into the world.

The Hill by Strkl 2013-01-05T14:24:00

Well done on the art and story! The pixelation on the foreground is a little distracting. I felt like I needed more feedback on whether I was winning or losing, but I'm not saying it needs a score or a health bar. Maybe just make the character's injuries more obvious? The first time I played it I stopped playing after a minute because I didn't think there was any progression toward a win/lose state. I'm glad I played it again to see the end!