Foon → Ludum Dare Explorer → Users → kamen Kitanov
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Stuck In Orbit | compo | 440 | 3.17 | 2.95 | 2.47 | 3.35 | 3.07 | 2.42 | ||
| 2020 | 46 | Keep it alive | 👥 | Hide and Seek | jam | 4.00 | 3.00 | 3.00 | 3.00 | 3.00 | 2.00 | ||
| 2018 | 43 | Sacrifices must be made | Firefighter | jam | 616 | 3.32 | 2.87 | 3.12 | 3.75 | 3.38 | 2.15 | 2.90 |
Quite fun and fits the theme pretty well. Feedback: - Enemy variety was great, especially considering the short amount of dev time. - There is a bug where you could continuously sacrifice the same thing over and over and it gives you more energy to shoot. It also applies to when the enemy destroys the hull - you could first "disintegrate" the already destroyed hull before replacing it so that you don't lose any energy. - There is a jump in the game, but it doesn't seem to be useful for anything. One simple idea is to make all those crates that you have be more responsive to being shot at - make them move and jump around - make them get in your way. - When I saw that you could disintegrate the "gravity stabilizer" or whatever I immediately thought: "Wouldn't it be cool if removing it would cause zero gravity and then you have to float around. Bonus points if the enemy can destroy it so you have one additional environmental factor (in addition to oxygen) to deal with. - Retry screen doesn't say what key to press to restart. You also have to alt-f4 to quit. - Turret mode doesn't show how much energy you have. In general I was confused when I died due to oxygen loss. - Graphics were pretty good! I especially liked the enemies with the flare/lights on.
Congrats, very nice game!
Pretty good game! I tried the WebGL version and the controls feel a bit off - when you "slide" next to a wall you move slower? Level design was awesome! Info screen about the Hostage was getting in the way of gameplay. Some of the descriptions were pretty funny though!
Nice game & graphics. I think I would like the controls better if pick/throw was binded on right mouse button to match the attack.
That was really original and on theme! Some feedback: - Great art. Very stylistic and consistent! Good job. - Controls seems good as far speed and responsiveness. Weird choice of keybinds 'Z' for start and 'X' for shoot. While 'Z' is shown in game, I had to read your game description to find how to shoot - I was trying a few more frequently used keys such as space and mouse left button. - I liked the screen shake. Add even more juiciness - its never enough :D - You could kill yourself when you are left with 1 hp. - I LOVE that you can shoot multiple blood points at the same time. It created emergent gameplay, where you could shoot slowly, giving time for the enemies to spawn, or you could try finishing faster by shooting a lot - but you will have harder time catching everything. Congratulations, great game!
I like your page description! :) Feedback: - I feel it needs some sort of in game tutorial to tell you what to do. - Camera controls were... getting in the way? For example, in build mode, if you rotate the camera and then try to place a cube, your cubes would move in the wrong direction. I would also prefer a trackball style camera control for this game I think. - More variety! It would be pretty easy to add more shapes with different properties like mass, size, bounciness, etc. Was pretty fun! Congrats!
Pretty cool game! I played it to the end! Could work well as a mobile game.
Nice first ludum dare entry!
@mattdacat Yeah, that was what I was going for. I, myself am not sure if you can save all, but if you managed to save 2 then you completed the game in my book :)
@Quackqack Thanks! Experimenting with pixel art was one of the reasons I joined the jam this year. I started learning a couple of weeks ago - glad that you like it.
@kalshutein There is also W/A/S/D controls + mouse which might be a bit more natural (although the text on top only mentions arrow keys). Thanks for the feedback!
@wevel Yes, indeed! I barely had enough time to finish it as it is though :( I'm still new to pixel art and drawing all the tiles and sprites took awhile.
@pelicanodepico Right, I noticed that too. Also the sound "starts" a bit rough and then gets to a more acceptable level, but I think the lesson to be learned is to err on the quiet side with sound - if its any good people will just turn up their volume instead!
Thanks for your comments!
Nice and juicy! I liked it. Got to level 4 or so. I could't figure out how it fits the theme.
Good idea. Some feedback: - Pixel art was fantastic. Good job. - I liked the cut scene at the beginning. It setup the mood for me so I know what is going on without reading your description. - There was a bug where for some reason I got stuck on the wall and couldn't get away from it. Happened a few times - eventually was able to move out by moving a bit in every direction. - I really like that you have high movement speed for your character. You really don't wanna spend 10 seconds walking if you can spend a couple when you are doing a review and want to get to the juicy part. - Nice camera shake and juiciness! - A bit too difficult maybe, but this is taking into account its a jam - you want people to finish your game and see most of the content. - Great music.
Great game. Loved the pixel art! My only complaint about it is I couldn't see the spikes very well - on my first 2 tries I just died without understanding whats happening.
@furtive-pygmy @kirke I also noticed the lines between the tiles. The actual solution to this problem in unity is to use the 2D Pixel Perfect Camera package (still in preview). This way you don't need to modify your art at all + you will improve the crispness of the graphics in general. The glitch you are observing is because your tiles are not exactly aligned to the screen pixels (especially when the camera moves around) which will be fixed by the pixel perfect camera.
Pretty funny! And true :(
Very well executes on the theme. Good job! The idea seems original (at least I haven't played a game a similar to this). Music is a bit too repetitive, but at least you added an option to turn it off right while playing! The art was pretty great - nice variety especially for the controllable characters.
Awesome game. Honestly, this idea was perfect for a game jam - simple game that doesn't need explanation to play, fits the theme well and with scope that allows a single person to polish it within 48 hours. Little things like the death sound/vfx, the way the text blends with the level and the fact that game remembers your difficuly selection upon restart shows the author cared about the details of making games even in the restricted time we had. 5/5.
Rofl this game. Humor, graphics, concept, all great. Gameplay really suffers from the poor controls. It would have been better if the lasso was thrown towards the mouse or if the indicator arrow started in the direction of the mouse.
We came up with the same name for our games!:D Yeah not much to add, except the art is very stylistic and works well, but needs more contrast and/or outlines. I definitely appreciate the sound & music as I personally always struggle to find time and skill to make them in my jam games!
Pretty funny and witted. Voice overs and the devlog are both fantastic! I didn't expect that. Gameplay was a bit bland, but considering its the compo, its more than good enough. A quick fix (possible within the compo timeframe) would have been to add some cars moving behind you and in front of you to force you to speed up or change lanes, etc... I liked the paint-like flat art! It fit the humor side of the game very well.
Thanks for the reviews! The game is way too easy, because for the most part I had just 20 minutes to tune it :D I wanted it to be on the easy side, since its just a jam game, but right now you can just place 4 turrets and almost afk. In the original concept I had the turrets be purchasable with the credits you earned and spend money on upgrading the satellite, but that was a little too ambitious. In hindsight, I spent way too much time on that earth rotation animation xD I think game jams are really about optimizing your workflow and having a good understanding of how much you can do in an hour so that you can scale the game accordingly.
Haha, thanks the stream was really enjoyable. Followed!
Pretty original! It took me a while to figure out I needed to wait for the nest building to start after I brought the first corpse, I kept thinking that there is a collision box missing or something.
Solid entry. If you don't mind me asking, what did you use to make the music? It was pretty good and set the mood of the game:) I was also a bit confused with the buttons. But this sort of happens with all the compo games, where we have to rush them and UI goodies like tooltips are mostly an afterthought.