FoonLudum Dare ExplorerUsers → Kara Jayde

Kara Jayde

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201429Beneath the SurfaceNecrocompo6583.082.683.543.983.232.902.732.9763

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Kara Jayde

LD29 — Beneath the Surface

Deep Blue Home by Jools64 2014-05-06T07:21:00

Good level design, great sprite work and environmental art. Gameplay was good, no crits at all. Loved it ^_^

Alamogordo by csanyk 2014-05-06T03:07:00

Love the look and feel, but mechanically it feels like it could have used more.

Drill, Baby, Drill by mneubrand 2014-05-06T03:52:00

This is great! Controls were smooth and worked well, great aesthetic, simple but effective gameplay. I really enjoyed this one, though some of the level design seemed a little odd.

Wormhunter by Thorig 2014-05-06T04:50:00

The art style in this is fantastic. I love it so much. The controls are smooth and well designed. Game has a clear objective, but mechanically it could use more strategy. You don't really need the beacons at all, as the worm always gets into a position in which you can kill it. Minor graphical issues in full screen with the sand/static overlay (didn't full screen). Loved how you made the map endless.

Tenkosei ROBO by radmars 2014-05-06T06:55:00

So. Much. Fun!
I found this game super hard though :P had to play it a lot to finish it. I eventually realized if you press space in between words (even though you don't need to) it helps your hands increase in speed. Must be habitual.

Space Driller by Mr. Jif 2014-05-01T02:34:00

Nice, this is a very slick experience considering the amount of time spent on it. The art is awesome, the level design is good, and the mechanics are simple and effective. Personally, the jump mechanic felt very temperamental, and either it should have been a little more consistant or the level design needed to be better balanced to accommodate the jump/double jump ease. It wasn't overtly difficult, but felt more difficult that you were probably aiming for. Loved the overall experience though.

Under Google by mustaine 2014-05-06T06:44:00

Awesome aesthetic, but it takes far too long to get to the actual game personally. The collisions in the battle are a little temperamental, sometimes attacks won't register, and since it seems to speed up in difficulty pretty quickly, it becomes a problem fast. Overall it's cool though ^_^

Rosa Neurosa by Wertle 2014-04-30T02:30:00

I quite liked it, the concept was unique and the mechanics linked to the theme well. It could use some work to enhance playability, but for a weekend it's awesome. I love the art style, by the way ^_^

Floaty by hovinarri 2014-04-28T12:14:00

Cool, might take too long to ramp up in difficulty, or could be a glitch, but I played for a good five minutes and never had anything appear on the screen but the yellow cubes and the exit marker. You may also want to relabel this as Windows not Web.

Orpheus by edemmester 2014-04-28T12:24:00

Some of the level concepts (like the memory to get past complete darkness) was cool. Reminded me of old school NES Zelda puzzles. The permadeath is pretty brutal though.

Chacket Valleyparker: DRILL BUNNY by stvr 2014-05-01T04:14:00

This is awesome. Great art and sfx, smooth gameplay, simple and effective. Nice work.

Two Dimensional by kevinAlbs 2014-05-06T03:14:00

Loved the art, controls were very polished, and the bgm reminded me of Columns from the Sega Genesis (which is very awesome). Not sure on the theme, but I assumed I was a microbe or something so it made sense. It was a little difficult and I ran into a few glitches (enemy placement, shot from off screen, fire button locked up, movement locked up) but overall I really enjoyed it.

pod by TomCooper3D 2014-05-01T04:57:00

I quite liked this, the abstract microbial world was a lot of fun to explore, and collecting the triangles felt sufficiently challenging with all physics in the game. You could add some competition between the creatures, maybe they could steal your triangles, but it might ruin the zen abstraction. Technically the controls could be a little tighter and responsive, but thats a minor crit. Nice work ^_^

Kraken by Kate Kligman 2014-05-06T03:36:00

Not bad, pretty simple and it works well.

The Music Box (Voxel horror) by Glockenspiel 2014-05-06T03:46:00

Pretty cool, loved the ambience, and I admit you got me good at one point. Jumped out of my seat ^^ I needed that. There were a few glitches, such as the looping door animations and clipping sounds, but otherwise good work. Could have used a flashlight and a map.

Gravedigger by Kulomin 2014-05-06T03:27:00

I really enjoyed this one, great concept, great execution. It would be great if you could heal your zombinies and/or yourself as well.

Epilepsy by tchem 2014-05-06T03:20:00

Ugh, the aesthetic of this game is gorgeous, and the theme is cool. Loved the glitch like flashes. The controls were really interesting as well.

My Friend The Werewolf by AmmarAlsharekh 2014-05-06T04:04:00

Haha this was a cool little game. A bit easy, and not very relevant to the theme, but fun none the less ^_^

Astro-Tomb Raider by dkkarate 2014-05-06T03:55:00

You mentioned it was unfinished, but what you had so far was pretty cool. Obviously you need an objective/death state/etc to make this a complete game.

Beneath Mr. Perfect by monsterkillu 2014-05-06T04:00:00

I liked this, it's always hard to gamify such deep topics.

The Dark Things by gnerkus 2014-05-06T04:29:00

Great Art and BGM ^^

Mount! by Namide 2014-05-06T04:07:00

I liked the SFX and how it related to size, but overall I felt the game lacked something mechanically.

Sail by DrPrettyPatty 2014-04-30T01:53:00

This is pretty impressive for 48 hours ^^ You've managed to make something very solid. Tight controls, clear objectives, good overall design ^^ Somewhat to overlay the map (maybe make the treasure maps transparent)while in 'eagle' mood, would have helped with the difficulty of treasure 6.

With the default toon-shader, a way to make all the edges line up well in engine, is to grab all the models and make sure that they're all completely soft edge. Hard-edges cause the lines to raise unless you rewrite the shader. That isn't a detractor for the game, but just a heads up for future work with the toon shader. ^_^

Shanghai by Warboys 2014-05-01T02:49:00

Wow, this is awesome. This has been one of my fav. submissions played so far, very cool, innovative mechanics that allow for a lot of player tweaking/learning/feedback. Simple enough gameplay (a tutorial could be beneficial for those who don't pick it up), but with plenty of room for growth, and an interesting take on the theme!

I feel like this has lots of room for growth, even with its current level of fun. Maybe a more clear objective/goal could help (think of the difference between Bejeweled and Candy Crush, where one is specifically score driven, and the other has micro-objectives). An example of this could be 'score x amount for y ministry within timeframe'. You could have these procedurally generated or mark out specific ones and build an overall level list.

The screen needs to be made bigger, current reso was ridiculous for web streaming (for mobile I think it would need to be bigger too) especially on a monitor like mine, haha. Some more refined/district art could help sell it, though there's nothing wrong with what's currently presented. This is just for further development, otherwise I really love it.

In The Blood by hexagore 2014-04-28T12:29:00

Very cool, loved the avoidance style endless runner. Should consider a mobile port down the line ^^ I think it needed a heavy dub beat in the background ;)

Ripple by saiato 2014-04-28T02:51:00

Pretty trippy, I liked the concept heaps, but if it had been longer and more difficult to figure out where to go/peer beneath it could have been more thought provoking. Some collision issues, but I did like the simple poly models. Pretty cool ^_^

Do Not Drown by Jerick 2014-05-01T03:11:00

Nice, you have a great aesthetic and it's a lot of fun, but you're missing an element to create flow. At the moment it feels frustrating because there is no way out, it's how long can you avoid your inevitable death. You need an element that eases that feeling, and my suggestion would be a 'drain water' option. Maybe a grate with a lever on either side of the level, which you can use to drain the water in quick spurts (but you need to hold it, thus more pipes burst).

Still fun though ^_^

hellcrossing by martinysa0311 2014-04-28T12:20:00

Pretty cool, stylistic and challenging. The jump could really use variety in force by input strength/amount (longer press = higher jump) or else it's very difficult with the stock jump distance. Relevance to the theme is also a little loose.

Escape to Below by Loneshark 2014-05-06T02:59:00

Cool bgm, but the SFX were a little loud. I love missile command, so thought this was cool, though not very relevant to the theme. The unlimited ammo and rate of fire made it very easy, I purposely let myself die a few minutes in and even with two layers of dirt gone didn't get a lose state. I assumed that was a glitch or the game was unfinished.

Kill or Kill by GreatBigJerk 2014-05-06T04:44:00

Art style was cool, and the map was a good design choice, but some more mechanical flavor could have enhanced this game. Some minor collision / tigger issues with the interactions, but otherwise it all worked. well.

Death's Masquerade by Akihidas 2014-04-28T12:07:00

Really loved this! Had a friend that played with a similar concept in college. I played through every story, my fav. was probably Enya. The only obvious choice seems to be the brony, haha ;)

Farmer Sam's Grub Grab by cavf88 2014-04-30T02:19:00

I like the pixel art and sounds, gameplay wise I think it needed to be more than just pure luck/chance. Maybe by including a tell in plant itself? Or a way to see the snake/worm things move from plant to plant under the dirt (so it becomes like a cup and ball trick). Pretty cool though

Infection by InfectionTeam 2014-05-06T06:58:00

This game looks amazing ^^ lots of fun to play too. Great work :D

OVER/FISH by Farfin 2014-04-28T02:47:00

Very cute art and cool mechanics (a little difficult to control the hook though, had to spam up and left, which seems unintuitive). No bugs that I could see :) HOW DOES SHE SEE SO WELL UNDER THE ICE THO?

Persona by GFM 2014-05-06T03:04:00

Love the concept, I'm a fan of both jungian psychology and Person, so was very excited by your use of the theme. I'd love to see a more fleshed out version of this.

The Quest for Unobtanium by Redream 2014-04-28T02:33:00

Enjoyed this a lot ^_^ Consider a 'sell-all' option, as waiting for all the rocks to be sold can be annoying. The final upgrades should be more expensive as well, since by the end you're pretty OP. Mood could have benefited from catchy tune which plays as you mine, or even some ambient sounds in the background. Great work on this title :)

Metal Meter Madness by mrspeaker 2014-05-01T03:03:00

Very cool, loved the style and the audio really added heaps to the experience. I found the difficulty was a little high depending largely on how the level was generated, maybe some initial safeguards could help that? The patrol was too fast, and occasionally you'd get spawn in between beach-goers.

That has certainly been one of the more enjoyable titles for me though :)