Foon → Ludum Dare Explorer → Users → kaiclavier
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | 👥 | Words With Foes: Quest for the Lexinomicon | jam | 5 | 4.42 | 4.25 | 4.05 | 3.82 | 4.38 | 4.12 | 4.00 | 4.16 | |
| 2019 | 44 | Your life is currency | 👥 | Mint Sprint | jam | 151 | 3.85 | 3.82 | 3.39 | 2.70 | 3.93 | 3.16 | 3.00 | 3.39 | |
| 2018 | 43 | Sacrifices must be made | 👥 | After Hours: A Reverse Metroidvania | jam | 161 | 3.86 | 3.50 | 3.84 | 3.84 | 4.21 | 3.86 | 3.38 | 3.68 | |
| 2018 | 42 | Running out of space | HAMMERSPACE | jam | 757 | 3.24 | 3.06 | 2.83 | 2.50 | 3.13 | 3.04 | 2.97 | |||
| 2016 | 36 | Ancient Technology | The Crete Escape | jam | |||||||||||
| 2016 | 35 | Shapeshift | SHAPE☆SHIFT | jam | 207 | 3.63 | 3.29 | 3.67 | 3.40 | 3.92 | 3.42 | 2.64 | 3.29 | 55 | |
| 2015 | 32 | An Unconventional Weapon | Covert Courier | jam | 330 | 3.43 | 3.50 | 3.35 | 4.20 | 3.75 | 3.42 | 2.95 | 33 |
Almost got a new high score, ended up with 59220 points on hard mode! Managing what shape comes next was a bit tricky, but I can see that's it's part of the design!
@swinestudios yeah, the whole "Mario aesthetic for shock w/ the mechanics" twist was exactly what I was going for! There's so many puzzles I could make with the concept, but I had to cut lots of ideas I had for possess-able objects due to time. The puzzle with the lever & lift should have been the final one cause it's so hard.
@Wefiends At one point I was considering mouse controls for moving the floaty thing with more precision, which is why you can jump with left click. but to be honest I completely forgot about it until now, oops. Also, I couldn't add an option to return to the cat, since you're not the cat, you're actually the floaty thing controlling the cat!
@Klass - Part of the game's design is making sure you have a path to return to the player. The first puzzle that uses the shapeshifting mechanic should have made this concept more obvious - I try to make it so you have to be near the wall in order to activate the switch AND be able to return to the player, but still give you the option to close the gate and return to the player if you opened it from too far away. If you jumped and opened the gate, and land out of range of the lever, the player should still be within range from the closed gate.
Yea, at the time of submission, pausing midair had this problem where it wouldn't remember the player's velocity, so you can only solve the "wall" puzzle when falling, not rising... So that might have made it so some players who figured it out couldn't solve it! It's fixed in the new patch, but I won't be uploading that til after judging is over! Design-wise, I figured it was the best way to introduce players to the concept - There's nothing else you can do there besides jump on the slime, possess it, and reset, so I figured the answer should come eventually?
Check the links above for my complete postmortem, btw!
At first I was a bit overwhelmed, but after I got what was going on I really enjoyed this!! Having a game over state is a bit cruel, and I wish I got infinite tries. Very nice puzzle tho!!
Wow, it has so many levels! I wasn't able to finish everything, but I'm impressed with the unique game mechanics and how they're used to solve puzzles. So many little "a-ha!" moments with every level. Fits the theme perfectly, too! I like the minimalist style, but it did make the introduction of the "warp" mechanic a bit confusing.
Was not expecting the passengers to explode! Managed to get a combo at one point, it's pretty challenging to do! This is a unique take on 3D tetris, I like how it's the heads in specific you need to line up.
Managed to get endings 1 and 3, but couldn't figure out how to get the others... I love that the multiple endings are shown in-game as a crash log, that's some great polish, right there. I especially like that downloading more applications takes up space, making the game harder, and then that turns on you in the end!
Wow this is very innovative and challenging! Love the premise, too... it's like I'm being quizzed on the content I'm watching, and if I fail that's it! Like how you can't see the next chapter in an RPG if you can't beat the boss, but applied to TV instead of games if that makes sense?
Some of the text styles I got were similar to eachother at one point so it was a bit hard to to tell the difference on those. I think I'll be revisiting this one and showing some pals this after LD, it's seriously great.
Loved this! I'm a sucker for mundane-ish games, and the impossible geometry was very fun to work around. The prize for beating the game is perfect.
The art was lovely! The "clear a path" puzzle was tricky for only 10 seconds so I'm glad it was level 2. Really liked the effect at the end of the final puzzle!
Cute little puzzle game, with a great city building twist! After a few levels the mechanics become very clear, yet the puzzles remain challenging. Well done!
The graphics and music were spot on! Great work of parody, and a well-incorporated jam theme. Started to run out of space just at the end, so I could tell this was well-playtested.
@radical-dog Putting collect/throw on the same button would clear one up for jumping, but I'm a big fan of knowing exactly what a button will do in a game when you press it, haha. One inventory slot *would* simplify the game, but having a sizable inventory on-screen was important to the game because of a certain secret-ish mechanic.
The game was actually designed with the Winnitron arcade cabinet in mind (one arcade stick and two buttons per player) so pressing up to jump might feel more natural on that. I figured since it's a fighting game and has heavy smash bros influence, putting jump on "up" was the best way to go for now. I almost mapped "catch" to "down" instead, but it felt... really bad.
I can add a toggle to map jump to a third button and disable "up" to jump in a later build tho! It's a good idea for continued controller support as I've already submitted the Winnitron build anyway.
Didn't mean for this to become a whole wall of text, oops.
@pete This game was designed for the Winnitron arcade cabinet, which has [.][/] and [`][1] as the default player buttons, respectively. Do you have a recommendation for what I could use instead? I'd like to update the game and make my future games use layouts that are universal to any keyboard layout.
@pete Looks like [,][.] and [1][2] might be acceptable candidates for this layout? I'm looking at more keyboard layouts from around the world right now and... well, yeah remappable controls might be the way to go. That was beyond the scope of the jam game, but I think I could fit in a control remapping menu now.
@radical-dog @pete @drums Added a control remapper! It's just Rewired's default remapper (and it doesn't seem to render crystal-clear on WebGL) but it works! To use it, press "P" on the pause menu, and then press "P" again to go back. You can reconfigure keyboard and gamepad input there, and unbind jump from up, too.
Really unique take on the theme! I like how there's multiple exam layouts if you play multiple times. I only managed to get a 31... what can I say, I was never the best at exams!
Made it to level 10! I got the refrigerator item from a small chest once - really liked that feeling of having a large, useless item that you have to sort away very quickly. I feel like if the game let you just drag & drop items instead of click & WASD, it would have controlled better, but I don't know for sure. Near the end of my playthough, it felt better to just press on instead of trying to work new items into my inventory. Loved the sad trombone game over, though!
Loved the take on the theme, but the game is way too difficult! Enemies can attack me as soon as I enter a room and it just doesn't feel fair. That said, the music and graphics were spot-on. I really like the palette swap option!
Cute little puzzle game! I felt some of the levels in the second half were a bit easy, but honestly I prefer that to impossible. The mechanics are displayed well so I think I just caught on fast. That last level is what it's all about: taking everything you know from the game and using it in a slightly different way... it was a very well-executed final challenge!
Wow, it takes a lot to build a skyscraper. Still not sure what the black resource is after finishing the game twice. The tooltip on the hearts is good, not sure why the other resources didn't have one? I think a quick text guide in the description to clear up what stuff is and what it does would be helpful! My final score was 4820!
These passengers are so rude, impatiently entering from the back of the bus... I can't help but drive away without them. It's very satisfying to do. Very funny, and mostly-accurate-to-life game!
Very fun concept, was excited to play this one when I saw it come up. I just kinda wish the game would stop... moaning at me. Also I sent someone to hell for thinking being gay was a choice and the game punished me so uh... maybe removing the "correct choice" thing altogether would just be for the best?
I really like this! The art was cute, but I mistook some NPCs for enemies a few times, oops. At first I thought it was going to be super difficult, but I quickly caught on to this clever little puzzle adventure! Well done!
Had me laughing the entire time! The game is crazy-polished, too. I especially love the rating screen at the end of a level.
Wow this is so polished! Loved the music and that levels had tutorial text. I got stuck on level... it might have been 14? I was supposed to keep a switch pressed so I could jump on the gold idol to the end but couldn't figure it out. Wish I could have gotten further, but it was already impressive!
Made my day to see the Yo Noid! 2 ad, haha. Reminds me of the good ol' days... so many pop-ups.
Took me a second to figure out what was going on, then it all clicked! Trying to build around mistakes blindly or rushing when the eye powerup appears is fun. I screamed when I accidentally placed one of those spinning death trap things over the goal I placed, but still managed to make it, anyway!
Excellent stuff! My team also thought of a scrabble-like game where you start with "nothing" so it was really great to see what another team could do with that same concept! I really like how it starts off simple, and shows off how the clue system works. I love how the music starts layering as the plot advances! Great job on the armadillo having so many unique responses to words during different parts of the game! I wish the final clue had a small prompt to it, because I almost thought the game bugged out... but besides that, I had a blast.
My final score was 565!