Foon → Ludum Dare Explorer → Users → kai
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Te | Jo | Fo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | 👥 | Kamishibai | jam | 2.77 | 2.50 | 1.77 | 1.61 | 3.66 | 3.38 | 3.05 | 3.00 | |||||
| 2020 | 46 | Keep it alive | 👥 | Recursion | jam | 946 | 3.60 | 3.44 | 2.88 | 3.34 | 3.84 | 3.78 | 3.76 | 3.66 | ||||
| 2019 | 44 | Your life is currency | 👥 | Greenback | jam | 280 | 3.70 | 3.83 | 3.21 | 3.42 | 3.43 | 3.54 | 4.07 | 3.42 | ||||
| 2008 | 12 | The Tower | Owl Tower Quest | compo | 53 | 2.10 | 2.15 | 2.24 | 2.38 | 1.95 | 2.31 | 1.67 | 1.90 | 3.14 | 2.93 |
Good use of 3D animation but the combat was easily cheesed by spamming punch as there was no block and it did need a little more visual polish.
Good game! Loads of other people have said things I'd want to say so I'll leave it as that. :)
This was decent. Could be a little bit frustrating at times since the meteor took so long to fall and I actually found I only ever needed the first two powers but the art and sound design were all solid.
I like this. It's a simple little game but it was enjoyable. It did get a little hard to see and the sounds were a bit repetitive but it was fine, other than that!
@bakenshake Thank you! It was more of a jab at pretentiuos rich kids than millenials, we wouldn't throw ourselves under the bus. XD The important thing is that it was fun!
@nate-prince Thank you!
@evil-as-shit Awww, shucks! Thank you! I'm both cheap AND shameless!
@refraction Sorry about the Uke not being tuned. My hearing isn't so great!
@refraction If the levels themselves aren't for you, Boss Rush takes out the in-between parts completely.
@boxedmeatrevolution Thank you! I really enjoyed your game, too! I had a LOT of fun recording and editing the "WOTOTO".
@refraction Boss Sasky will Naruto run you to the ground. He's certainly a difficulty spike.
@raffe Right? Finn really did a fantastic job programming all my rubbish into the game! I'm so glad you enjoyed it and yes, it might be offensive to some. I hate writing safe dialogue, it isn't as funny. XD
@poffle @spiffy @riddhee-dutta Thank you for the kind words! It really means a lot to both of us and we're glad you enjoyed what we managed to make!
@mamoniem Yep! I'm the sound effects guy! The Professors earthquake sound was also me.
A bit basic but enjoyable enough to play. The level design could do with some work and I wish the forklift did more.
This was decent. It wasn't harsh on the eyes but it didn't stand out much. I think some more strategy in the combat would be good.
This was pretty neat. Not a massive amount to it and a lot of guesswork, but it was a pleasant enough experience that I couldn't bear to be frustrated when everything I clicked ended in some kind of apocalypse.
This was VERY well done. Only critique is that falling through one platform makes you fall all the way to the bottom and some text overlayed and made it impossible to read. The art and audio were fantastic, however. It was one of the most enjoyable games so far.
If the movement had been more satisfying and the dash wasn't so disorienting and short it could have been really great! Decent attempt, though.
It was a little repetitive but it had the patented Jord style and comedy I've grown to love and expect.
So it's a walking simulator where you wait until you can press E.
The dialogue seems to only be in short sentences you need to wait for or entire paragraphs that are hard to read before they fade off the screen. Also, children don't use massive words. That first kid was hilarious and immediately sucked me out of the games miserable tone. The character animation is... weird. For some reason the protagonists left eye winks every other frame of the two frame idle and their shirt/sweater clips up and down. The buttons in the menu don't fit the words so mousing over the word and clicking wont select the option. The dialogue at the end is insanely long with the protagonist repeating the same couple of ideas over and over. "You're dead and I'm sad" paraphrased in as many ways as possible. As for the music, it's the same 20 second clip of grainy noise over a really sharp piano that becomes very annoying after about 3 minutes. Oh, and the protagonist is on the layer above the blonde child in the graveyard, so their foot is in front of the childs head. The "soul" is also on the top layer, so it shows over the trees. Those are very easy things to fix but I can understand them not getting done when the walking speed for the "soul giving" path is so painfully slow.
It's just a series of missed targets that come together to form the kind of forced "Look at how deep I am" kind of game I'd expect from a high school poetry student. To be constructive, half the characters being dead and the other half being sad doesn't make something deep. It makes it miserable and boring. Pressing E isn't a satisfying resolution to those conflicts.
The positive, however, is that the enviroments all looked nice and with a few exceptions it was well put together. If the piano track had been extended by about a minute (and had been equalized) it would have been much easier to listen to. It was a good effort.
The art looks very mishmashed and the background is a little headache inducing. The camera also made it hard to judge where I was jumping to near the end.
Regardless, it played well and had a nice atmosphere to it, though I don't think the music matched the game.
Seemed ok up until the second level where enemies come out of black spots and instantly pin you and rip your health down. Might have been ok if enemies had been shown to come out of black spots beforehand.
@salamander That's real world logic. In game design logic, being hit repeatedly out of nowhere with no foreshadowing is a bit poor.
I barely know what's happening here. It's like duck game but with enemies and every time one touches me I'm in a new map but I keep the powerups. When I kill all the enemies, nothing happens. I also got stuck in a wall at one point.
Other than that, it played well. The controls were good and it was fun to run around.
I paid close attention. There is ONE animation in the game. The ninjas legs move one frame.
Even the trackbolts spinning would have breathed some life into it.
The controls were clunky and the movement was floaty and didn't feel satisfying.
Other than that, it was fine! It was still kinda fun, it just didn't have any standout elements to it.
This game is REALLY good but the slimes get VERY overwhelming for the first couple rounds. I like the style for it and the main character isn't distracting despite the effects. It's a game I may even pick up again.
It had great atmosphere and looked pretty good but there are three big issues. The controls were a little unresponsive and janky. Having the character move sooner after pressing a button would have done a lot to fix that. It was pretty hard to see. A slight glow on the main character would have fixed that. The voice effects in the epilogue sounded pretty terrible.
The character animations was the only good thing about this. It's slidy, the levels look mishmashed together and it controls poorly.
It's pretty basic. Not a lot to say about it, would have been slightly better with a final boss.
Didn't find it to be that interesting. The animation in it is good and it all looks nice but as far as being disturbing goes it isn't even as shocking as the Torture Chamber games. The threshold for grabbing things is also rather small so picking things up and plucking the flies is especially annoying.
Still good and certainly worth looking at.
Despite just being a swinging game this was very fun. It was short and sweet, looked good and felt good.
This game was really fun. I love the art style and the sound design but there was one rather glaring issue. Enemies will naturally converge in the center and more spawn at the sides. I kept having enemies spawn ON me, which got fatal when the giant versions started cropping up.
This was a really gorgeous and entertaining submission! Great job on the art, the style and the animation but there are two things to point out on the negative side. The music is VERY repetitive. Even another 30 seconds with changes to it would have helped. Secondly, the collision with the mushrooms made everything awkward and gave a sense of unfairness. A couple of times a mushroom was on a space just wide enough for it and the character would simply slide off to their death. Or I'd walk up to one and it would be pushed off a cliff. Certainly one of the better games I've tried so far, though!
@the-martijn @carlix That's a drop-jump! You have to walk off the edge then use your double-jump to hop back up onto the next platform. As for subtitles, they were on our list of things to do but due to our work schedules we only had about half the normal time to make everything so we couldn't get round to it.
As for checkpoints, since each level is split off from the main hallway, using it as a return-point made the most sense to us as an idea of replaying with a new room unlocked each time you reach the end of a branching path. It's a hit-or-miss concept but sets the level design apart!
Thank you so much for playing, though, and we hope you enjoy it!
@simansimon Thanks for the feedback! We didn't have time to impliment subtitles or more detail for the double jump and the Assembly Machine is a little quiet I've noticed. It's unfortunate but we didn't have as much time to work on it as we'd liked due to our busy weekends. There is indeed a backstory written for the world in that the Earth has become uninhabitable and the last of humanity are in pods while robots work to fix the issues. This, of course, went wrong due to a power malfunction. It's sort of based on Wall-E in that sense. Good eye for noticing, though!
@gucio-miszcz That's a real shame but we didn't want to make the game easy. We're suckers for difficulty and reward. XD I'm glad you enjoyed what you played, though! Thank you!
The simplistic style and contrasting colours made the game nice to look at and the gameplay was fine enough. I did notice that the guns seem to paralax rather than stay fixed in place which was confusing but other than that it was well put together!
This was good for a first game! The flaws I WILL point out are that enemies can shoot you suddenly from offscreen and the game becomes trivially easy by just moving in a circle since all enemies will move directly towards you and don't track their shots ahead of you. Other than that, good job!