Foon → Ludum Dare Explorer → Users → Kalkatos
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2017 | 40 | The more you have, the worse it is | Revenge of the Samurai | compo | 501 | 3.07 | 2.94 | 2.83 | 2.20 | 4.09 | 3.25 | ||||
| 2017 | 38 | A Small World | Beetle Archaeologist | compo | 3.00 | 3.00 | 3.00 | 3.00 | 3.50 | 2.00 | 3.00 | 2.00 | |||
| 2016 | 37 | One room | Pixies Hide and Seek | jam | 704 | 2.97 | 2.47 | 2.29 | 3.91 | 4.24 | 3.88 | 2.33 | 3.44 | 62 | |
| 2016 | 35 | Shapeshift | Multi-Persona Combat Robots Arena | compo | 510 | 3.17 | 3.00 | 3.37 | 3.42 | 3.68 | 3.00 | 3.00 | 36 | ||
| 2015 | 33 | You are the Monster | They Want Your World | compo | 322 | 3.29 | 3.26 | 3.46 | 3.63 | 3.54 | 2.42 | 3.14 | 45 | ||
| 2015 | 32 | An Unconventional Weapon | Color Elementals | compo | 488 | 3.24 | 2.88 | 3.74 | 3.56 | 3.03 | 62 |
You are right. I admit I had trouble figuring out the right colors to kill the enemies myself during testing.
And I am a bit ashamed that I didn't think on having the player turn the enemies into black, instead of white, to simplify the game a little. And the whole methaphor of black meaning death and such. Really makes more sense. I will change that if I ever work on this project again.
Thanks for the feedback! Really appreciated.
Also, I laughed at "trippy" backgroud! :DD
Looks like we came to the same book on the same shelf on the same library at realm of the ideas. Lol
Nice music and art.
I liked the mechanic of the birds.
Very good game! I had a lot of fun playing it. You should consider polishing it up and publish.
It's a great game. Very well polished for a game made in 48 hours. But I think it goes away from the theme a little. The colors are not exactly a weapon, more like a source of power.
Great little game! I think it is a bit limited though... You should consider using cooldowns or other mechanic instead of limited ammo because the highest score will always be the same, technically.
Great graphics! The mechanic looks fine enough. I just had some frustration problems dying when half of the enemies were killed and the level was reset, but that's probably just me not being skilled enough.. Haha! Keep up the good work!
Soooo haaard!!! Haha! Fun game Overall!
I think the "badometer" fills too quickly. I was trying to sneak on the enemies and conceal my moves, but *boom* just started killing people. :(
It's funny how the enemies are always suspicious, never giving a break, lol. :)
Also, too much text on the beggining... Consider follow the golden rule of storytelling and game design: "Show, not tell".
This game is very good! I spent a lot of minutes trying to become a big one, and I did it. But then came another one just as big as me. I couldn't tell if I was the bigger one or it was, but decided to give it a try....... I was smaller... :(
Human population is being replaced by Chupacabras! It's evolution, baby! :P
Great, great puzzle game! I had a good time with this one.
Almost perfect compo game. Just need some adjustments on the difficulty curve, make it more gradually increasing. Level 5, for instance, is way more difficult than the following levels.
But that's hard to adjust in 48 hours. So, I think its ok! :) Congratulations!
Need more hints on teleporters, I think. I couldn't figure it out by myself. Watching the walkthrough it all made sense...
I kinda get lost here. A tutorial is very needed here...
Couldn't learn how to push...
Really good and polished game! 5 starr too.
Great fun game! Congratulations! 5 star.
I laughed so much on the "enemies" just dropping dead! And the final joke was a plus. :)
First I thought the heal was free, and just went H-spamming all the way. Only when I got 50 energy and got back to the ship that I realized they were being consumed. I think you should make it a filling bar like the health, maybe.
Funny! I think the monster walking need some improvement, though... It's a bit clunky, in my opinion. Maybe bigger steps?
Good game overall.
Interesting.
But it got a bit repetitive when I realized whats going on.
Great use of the theme! 5 star Overall from me :)
Funny to be on the other side of things.
Awesome game! Serious candidate to #1! I just think there could be a warning on the food level.
The game looks very well made. Graphics are neat, music is cool and gameplay is exciting! Congratulations.
Really well made and polished up game! You guys really captured THAT emotion and put it into this game. By THAT I mean the emotion which moves humanity forward: getting laid. Haha!
A cultural drop, really liked it.
But I couldn't figure out how to hug the Coyote...
Can't run Linux. But this seems to be an interesting game.
Loved the art style and the audio. But I couldn't figure out how to free all the grannies, namely the one sitting at the table, the one asking for his pants and the one at the middle armchair.
Besides the bugs, really liked the mood of the game. I like these storytelling games very much.
Very nice game! I just think you could have made an objective, an end game.
Nice art and music. Cool gameplay too. With more levels I can see this piece selling well on a distribution platform, like the App Store or Steam.
Great use of the theme. It's a funny piece!
Great game, I really like these metaphorical games that make us think about life and are not just for fun. Well done.
One of the best games of this LD for sure! 5/5 in Graphics and Audio. Gameplay is well polished, also.
You could allow changing the controls, I am used (and I believe many people too) to use left hand for directional (WASD) and right hand for action buttons.
Brilliant, just brilliant!
Frantic game! You could have made a counter of dead aliens, so we could have a sense on how much we have contributed to save humanity.
Funny! :)
Really cool! I just think the song chosen doesn't fit in very well...
I liked it very much! Nice graphics, music, gameplay, everything!
Nice twist on Plants vs Zombies style with the addition of the shooter. It gives more action to the gameplay.
Just one thing I found: the cannon never overheated, I just kept shooting and got to the end of the game. I believe it was intended to overheat sometimes to balance out the gameplay, wasn't it?
I had much fun! Great entry. I wanna play a complete game of this potion shop.
So difficult I'm bleeding! Nice game.
I can't play on Linux, but I'm dropping this comment here to say that, by what I'm seeing on the screenshots, I liked the art style, it's distinctive enough to stand out from the other rough pixel art style games.
Serious candidate for 1st! :)
Good entry! The graphics are great and the animations are a plus. You should have implemented a button to restart the level, in case the player messed up the toy placing.
Thanks for the feedback. I intended to give a default denial impact with that sound. Glad you found it to be fitting!
@makenai Ops, that spacebar feature was a Debug device that slipped through, lol, when I was testing the "Generate new tresure" funcion. Thanks for the feedback.
Very nice. Would be great with a share pictures with friends feature and more content (Btw, the content you already have is awesome for a 48 hours jam game).
I liked the music and the theme. Needs polishing in the movement and physics, though. I was fighting to get to the next cloud because the gravity doesn't feel like in other platformers...
Cool platformer, and it fits the theme very well. That battle against jupiter seems very impressive. I couldn't get to it thou... I found it hard to move around, almost every jump needs to be a double jump.
I liked the inversion in your game: You made the protagonist giant so the world itself would be small. I would suggest a punishing mechanic if the player smashes too much people, maybe helicopters come and start firing at the giant or something. If one plays the game without reading the description he/she would think that the objective is to step on the people, not avoid them, like those smash ants games on mobile.
Thanks for the feedback, everyone. I will develop the combat a little more. I wanted the player to feel like dueling, like @masamunedragon said. One design decision I had was to only make the samurai swing the sword if he is not moving, so the player must stop moving and THEN click on the enemy within range. That may have been a little confusing.
@miaw Thanks for filming your playthrough. It really gives a lot of insight into usability, UX, conveyance, etc. I wish everyone did that.
@ogma It's a bug! Haha! Didn't mean that.
This is the most close-to-complete game I've seen in this LD so far. It could very well fit on any app store 'as is' now and people would enjoy it, as I did. Very well done, guys! Thanks for the making of/tutorial video too, very insightful.
Good game! I spent a lot of minutes combining things over. I made charcoal, I think, then couldn't figure out any other combination.
Oh my APM! I think this game have a lot of potential. You could polish it up and release on mobile. Some feedback: 1) Like @fahionbatman said, black on black is not very good. 2) The attack command should override the move command. A lot of times I wanted my character to stop moving and just shoot but he kept going to the destination I originally ordered him to. Overall, great game! Keep up the good work.
Cool game overall! Great art style, music, graphics, controls! But I found it too unforgiven. If I miss a jump, all I can do is wait for a fiery death, no second chance... And, we were trained by years of platforming to avoid pits, so it could have a tip telling us that indeed we must fall on the pit because it's water there to cool the foxy up. Mozilla may reach you for a talk :D
It's too hard to control the character, move with WASD, aim with mouse, attack with spacebar... You could make it so that we aim AND attack with mouse and move with WASD. Or, move and attack with mouse (like in Diablo). Or simple just move with directionals and attack the direction the character is already facing (I can think of SNES' Zelda as an example). Otherwise, you are on the track for making a good RPG.
The best is to see chaos when we lose! Haha
I missed the trajectory feature before the shot like we have on angry birds. Without it it's too trial-and-error to hit the cats correctly. Aside from that, great game! Keep up making them!
@miaw Thanks for filming your playthrough. It really gives a lot of insight into usability, UX, conveyance, etc. I wish everyone did that.
I'm greedy in the end... But if I have my significant other with me (love) and I have 20k+ in my bank account (money), what else could I possibly want from life?? :D
Great music! It reminded me of old arcade games. The only piece of feedback I can think of is that sometimes the bombs spawn too close to some asteroid, it makes it unfair if I'm collecting that asteroid. Keep up the good work!
I see some potential here for a small mobile game if you decide to polish it further. Everyone said it already: more feedback to the user if the sword swing is going ok or not, and instructions on how to block, and maybe a 'cancel swing' button. I recommend not using physics to control the movement of the characters, as it can produce tricky outcomes.
Cool idea. Makes us think a little bit.
Great art style! And well done with the animation, simple and cool at the same time and matched very well with the ghost theme (but ghosts wouldn't take damage from spikes, :p). IMO the difficulty curve is a bit unbalanced though. At the start, even the weakest ghost can walk the whole labyrinth being killed only at the last hit of the spikes. Although, at the end they barely pass through the first spikes. Maybe tweak variables a little bit so that that thrill of
Top ART and music! I can easily see this game on any App Store. Just need a little tuning on the controls, imo. It's a little hard to control more than one character at a time. Maybe on mobile you could just touch on a character for it to jump.
It's sad how this is the life of most office people. That's why we go home make games, haha! It would be nice if you implement that in the game. Game making in a game made.