Foon → Ludum Dare Explorer → Users → Jack Zackowitz
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Gunslinger | compo | 411 | 3.32 | 3.60 | 3.52 | 3.38 | 2.24 | 3.26 | 3.00 | 46 | ||
| 2013 | 28 | You Only Get One | Free Sample Sim | compo | 268 | 3.29 | 3.25 | 3.14 | 3.63 | 2.86 | 3.96 | 2.96 | 55 | ||
| 2013 | 26 | Minimalism | Grand Crusade | compo | 1027 | 2.70 | 2.63 | 2.81 | 2.59 | 2.77 | 2.11 | 2.31 | 2.75 | 45 |
What a great little system. I kind of wish there were more things to craft, but then it wouldn't be minimalist. Great polish.
I can't exactly explain how much I love this.
my favorite DEATH screen so far.
The first think I thought when booting up the game was. "wow, this game could use some french fry bosses".
Did not dissapoint.
Couldn't tell if the game was over after getting wings. good work though
My feelings about LD26 in game form.
Great game. Loved all the little puzzle solving bits in the later levels. Wish there was more feedback for knife uses
Fleeing enemies on levels can get really annoying
I keep trying to collect the potatoes but i keep dying.
love it.
I liked it. I was expecting death when there were no moves left, and I wished I could see the full shape of a block. The mechanics and how they relate to the story are great, and have greater potential still.
Great little puzzle. Although a bit too easy if you know what you're looking for.
Really nice rendering. These ghosts will not take a hint.
Very nice. Love the concept.
The arm controls are just quirky enough to work, but just a little too quirky for me. Awesome sound effects.
I don't know if there is a point to this game and I don't care. Lots of potential. PRAISE TO LEADER.
Pretty challenging game, Not big surprise. The controls handle really well though. I'd only wish for a bigger field of view.
Way too much fun to just rocket off into the sky.
Interesting concept. I'd like to see some level progression though.
It took me a while to realize the levels were randomly generated. Its interesting to see procedurally generated content without permadeath. Very interesting
I thought this game would be too easy when i saw i could outrun pretty much anything. I was proven wrong pretty quickly. Still, I had a lot of fun exploring the dungeon except I felt like it dragged on for a bit too long. Finding the door first is a PAIN.
Its nice being able to choose your own pace of the game. Those moles are vicious.
Much doge. Very game. Wow.
Awesome stuff. My only gripe is that the tutorial gets annoying after each time you die. Didn't pick up on much of the theme though...
Very interesting stuff. I feel that unit leveling in a strategy game is a neat touch, especially when its semi-random. Although it sucks when it feels like the enemy is so much more well equipped than you.
At first I didn't know why enemies were take twice as much turns, until i realized that activations include an attack but only immediately after a move.
The early game seems heavily dependent on first-turn advantage. Probably my favorite game from the jam so far, even if its stretching the theme.
Really hard to get the hang of, but so satisfying when you pull of a successful throw.
Concept doesn't really make sense but that doesn't stop it from being a good. I had some trouble understanding how the divebomb worked at first, but in the end i really enjoyed it. I'd like to see an upward equivalent of it though. Feather uppercut?
Pretty solid shmup. good level variety. I felt the hitboxes were a little too big, and I'd like to see more types of power ups, upgrading existing ones (like getting 2 gold stars = spread of 5 hearts)
At first I thought the goal was to lick other dogs. I like vestigial mechanics like that.
Suprisingly disturbing. in a good way.
The lack of a goal is definitely a problem, but using coins rapid fire was so fun that it kept me playing.
Pretty brief, but i like it that way.I like how you have to get used to the rhythm of the later bots to take control of them.
It sucks that you cut development so short! Good core concept (even though I feel like I miss more with the lighter objects). Would have loved to seen some extra mechanics
I really liked the sewing needle mechanic, especially the area being drawn as they unravel. I wish there was more play with it, like maybe something like trapping a doll with another's innards?
I did feel that it was a tad long.
I uzipped and ran "run". but nothing happened
Really nice, simple design