FoonLudum Dare ExplorerUsers → Kartoffel Licht

Kartoffel Licht

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal👥Cyber Resonator (Spicy Hot Chocolate 5)jam7992.762.572.853.123.022.712.102.89
202558Collector👥Odd projections (Spicy hot chocolate 4)jam3.502.753.003.754.003.003.003.00
202557Depths👥Serp-slurp (Spicy hot chocolate 3)jam8352.732.722.572.752.482.622.722.64
202456Tiny Creatures👥Curse of shrinking (Spicy Hot chocolate two)jam1.911.831.751.832.002.101.802.00
202455SummoningSpicy Hot chocolatejam1.001.001.001.001.001.001.001.00

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 Kartoffel Licht

LD56 — Tiny Creatures

Pharma Frenzy by Jose Pedro Dias 2024-10-08T14:24:53Z

Its defenetly fun to play, and pretty standart for that type of game. It has one simple, yet powerful game-mechanic. Rendering is well done. Only thing I noticed right away is a Bug, where you can rotate a pill into another solid, and the one with chain reactions. You might want to add a check for that. Also, levels get...well.. difficult! I never was a tetris player, so I might just lack experience, but the higher levels are really hardcore. Well, now to the things I might consider adding/changing if I'd have time to: ########################## -music/sounds on z.B. clicking or chain-reactions -> makes the game more satisfying to play. You can easily encode a .mp3 file into base64, add the scheme and feed it into the 'src' field of an 'Audio'-object

-Background -> It might improve the artistic quality, the black background+white lines remind me of games like Undertale, but the pills/'x' don't fit that style that much. I'd root for the Undertaly look

-Visual feedback -> Flashing text, vibrating, etc... Might not be that noticible, but they do make the game feel more alive! (Which makes it more interesting to player)

-Moving the UI outside of the game-field -> makes it a bit less distracting, but cleaner

-Main menu -> can be as simple as 'Pharma Frenzy' + 'Start'. But it does make the game feel more premium

-Animations (on level switch, loss, win, etc..) -> Again, makes the game feel more premium ########################## Gameplay-wise I'd defenetly add more. It does not have to be that complicated, like simply resizing the game-field or changing the gravity, or adding Anti-bodies that help you, but might die and turn into an immovable object for the rest of the run, etc.. That should help keeping the interest of the player!

All in all I liked it, but might as well be a demo

Molly the Mole by Linus Szokody 2024-10-08T16:39:20Z

Love this game soo much! It has so much potential, and its the first one I played with that dark and pressing mood. But like a lot of games in LD, its demo-ish. Also, I first was confused by that weird swiping thing and then me dying. I first though it was the hand of molly or such. I defenetly would try making this a bit more clear. I'd also turn down the brightness and add a vignette. Also the hand-thingy needs more context.

Gameplay-wise, like I said, a LOT of potential. like, what if molly can build simple structures? You could search up what might be the natural enemies of moles, or such. adding more dangers (and making them rarer btw) would be great!. Some animations would'nt do any harm either. Keeping the scene moving and 'lively' makes it more interesting, which keeps players.

All in all, good job!

Edit: My procedure would be something like:

Prepare build system;setup basic application;[GJ START];plan out the entire game in 2-4 hours;implement main game-mechanics;implement game-loop;implement levels,etc..; polish game{graphics, difficulty valus}/final playtest

ETHERNET by zhang 2024-10-08T15:01:22Z

The music, is really nice. Could be a bit longer. Graphics aren't something super special, but the mood they create is really good! Gameplay-wise its a bit short. Understandable, designing that kind of levels takes a lot of time and I think 5 are enough for LD! Controls need some getting used to it, but are fine. I found it a bit frustrating when suddenly dying for some unknown reason. The Reason: I was hitting a wall. It might sound dumb, but I'd have appreciated some sort of warning. Maybe a glitchy (computer theme), red(contrast to the green PCB) vignette?

Also, game was a bit buggy when not in full-screen (par Example because of chrome Devtools). I also was getting random deaths for some unknown reason. The Reason was: I wasn't seeing the 'SILKS LEFT' display due to those screen bugs. Probably are some unity/itch.io bugs but defenetly something to be taken care of when offering the game as HTML5 Screenshot 2024-10-08 165602.png

Game was a bit lonely, only a spider and a bug. Would have enjoyed a bit more animations, keeping the scene alive. Just imagine what all those buzzling components currently are doing! And try visualizing that! Maybe add an LCD, or a blinking LED, or maybe a fan, or maybe an RELAY that periodicly switches, causing the whole scene to rutttle, or maybe components that commit to the sick music. Imagine the player having to jump from the mother board to a daughter one, whilst its moving or so. I'd take inspiration from little big planet (3) . They had a lot of creativity designing that game. Just make sure to make the player controls a bit more usable when implementing serious level navigation.

All in all, I liked it.

LD57 — Depths

Captain Nostalgia by LandoSystems 2025-04-12T14:33:19Z

The last boss fight music is amazing

Chthonic Cacophony by PureGarlic 2025-04-10T17:47:25Z

I became a scholar, yay : ) Only thing I that could be improved is: more gameplay. Like, add more mechanics and funny things that could happen. Everything else is really fine. I really never have seen a game like this before, so :thumbsup:

Blind Depths by DeadCode 2025-04-08T17:52:56Z

Nice! the atmosphere was creepy, and the story complete. Things I'd do from that point on: * expand on the story a bit more. Players do really appriciate a well written game-story. (Includes eg. what eg. that red dots-thing is?) * Add a secondary gameplay-mechanic. Most underwater-games eg. implement a leak-fixing one. Things I'd fix/change: * Behaviour when colliding with walls. The bounce-back isin't really realistic and most often not desirable. * Graphics: maybe add some noise, making that, what the player sees, more uncertain

Puppeteer by benskca 2025-04-17T19:30:48Z

-The gameplay is legendary. -There are some visual oddities with the player (when doing the perspective thingy) Ideas: -Dynamic filters for the sounds/music, to compliment the simple artistic style of it -vignette, more lighting effects, or a drawn-like look, etc... (defining the artstyle a bit more) -MORE PUZZELS (The existing ones were really fun to play) -Making players not be able to things like the perspective thingy before the tutorial explains it (as it defenetly was suprising when I tried to jump) -Background images/textures/noise or anything that does not look like my windows wallpaper (eg. a black screen :) ) -More obstacle types (the present ones are really good though) -story line (Thinking a bit of Little Big Planet, as there is real potential to get *real* creative) Great Job!

Flat Mates by very dark lord 2025-04-10T17:35:27Z

I loved how it was. But things could be improved upon, like * collisions sometimes making the player get stuck * graphics could be a bit more personal * some way of fighting kevin Good job!

Depth Navigator by aa4z2 2025-04-12T10:55:29Z

One of the most intriguing gameplay mechanics I've seen this LD. But it still seems more like a raw concept than a full game, so there is still work to be done.

But really, great job!

Home Deep Home by YogurtTheHorse 2025-04-10T10:24:54Z

I managed to build the thingy!!

Well Gnome! by Delunado 2025-04-08T18:27:56Z

Nice! Its fun to play, has a wonderful comedic aspect to it and makes me want to do things to gnomes, I couldn't speak of on the LD-site because I'd get banned. But anyways, Things I'd do form that point: * add more unlocks and expand the game to the whole gnoe world * add more items (super-gem/ ultra-gnome) * add power tools Things I would fix/change: * make it look less similar to a cheap-mobile game, Maybe add a second gameplay-mechanic, based on a somewhat more complex idea (maybe some math-formular on statistics to compute the income generated by all the gnome workers, or something fun)

View in the Depth by noagard 2025-04-11T13:41:51Z

Nice concept! I personally really love 3D-UI, just wished there was more feedback on press/focus (could've looked real nice when lit up). Sadly, the focus never seemed to work for me.. thats why I would have loved to see the knobs working (the math behind that isin't too hard, and there should be resources online). To make the game even more cozy, consider adding invaluable mechanics, eg. having a hot cocoa-machine, or some sort of fidget-toy, etc.. Also generally more screne decorations would be nice!

View in the Depth by noagard 2025-04-12T11:02:22Z

Finally, found 'em all! :robot: (thanks, @noagard)

Deathtective by 5apper 2025-04-10T11:11:21Z

Nice!

Depth Defying by HugoEnzo 2025-04-10T18:19:59Z

Interesting... Well I managed to get to the hearth, but then I landed on my back and wasn't able to move anymore. Also, I don't know _why_ there is localisation, but I did enjoy the german! One last thing, I probably'd'hv make it true pitch black, instead of barely seeing the level (to increase the mood).

Deep Dreamers by Hinamarina 2025-04-10T15:12:04Z

Nice! But I would have liked some more integration of that intriguing story into the game. Art is really nice, and the style defenite destinct. There is actually a bug I found after playing around a bit involving jumping and shooting, but I'll take as a feature since it somewhat fits the asthetics :smile:

Flatline by Empyreans 2025-04-11T13:23:58Z

Graphics and gameplay mechanics work well and are fun to play, but level design isin't the best and they don't have a lot of integration with the theme.. What I'd do from that point on: (Gameplay) * add more, simpler levels at the start and make the difficulty increase a bit softer. * Make moving elements reset with the level (or else its practically a luck thing for most players) * Clean up level design to fit with the general vibe of the game (clean, simple, etc...). More chaotic levels can ofcourse be created if the story backs it up (the protagonist's mental state is deteriorating, etc..) * add More level/tile types

(User experience) * Add some way of seeing the level state you're in. These could hide automatically when the asthetics require it, and only show up when the player does something (.eg presses a button not set/moves mouse/makes a guesture not set) * Add some way of going back/forward/exit game, etc... Overall, I think the game is fun and a lot can be build upon it. Somewhat reminds me of 'Just shapes and beats', so you might take slight inspiration.

Serp-slurp (Spicy hot chocolate 3) by Kartoffel Licht 2025-04-08T17:21:56Z

Hello @izzqz, I've uploaded some images to the main page. Since you're probably not seeing a big button saying "play", my only guess is that you're seeing a loading screen. Assuming a window has appeared, there're two cases: You're seeing white/Nothing is drawin -> the game is still loading textures/shaders and/or has thrown an unreported exception. You're seeing the Loading-screen (saying "loading Soundfont") -> the game is still loading the sounds/music/soundfont and/or has thrown an unreported exception. In both cases, sadly, I doubt there is anything to be fixed locally. But if the issue is still here, I'd appreciate if you'd send me a console log (requires running the app from the console using smth. like 'java -jar "path/to/game.jar"')! Mit Freundlichen Grüßen

Serp-slurp (Spicy hot chocolate 3) by Kartoffel Licht 2025-04-08T19:36:24Z

Hello @profugo-barbatus, Could you explain/send in the console output? Does it generate any dumps or other files? What OS are you using? If possible, can you create an issue on git https://github.com/KartoffelL/serp-slurp for me to investigate? I would really appreciate it! Mit Freundlichen Grüßen

Serp-slurp (Spicy hot chocolate 3) by Kartoffel Licht 2025-04-09T08:34:51Z

hello @googlefrog

It seems that the game failed to allocate a VkExtensionProperties on the stack, which is strange, since the object itself is only 260 bytes in size.. Also the object gets allocated with LWJGL's Vulkan Instance, on a stack the game does not controll directly. And the issue never happened before :shrug: Default stack size for LWJGL is 64kb. If you want to, you can try running the application with: '-Dorg.lwjgl.system.stackSize=', increasing that value ([see](https://github.com/LWJGL/lwjgl3/issues/387)). Try something like this: "java -Dorg.lwjgl.system.stackSize=128 -jar game_win2.jar" Mit Freundlichen Grüßen

Serp-slurp (Spicy hot chocolate 3) by Kartoffel Licht 2025-04-13T12:42:58Z

Hello @imnotvegan I'd normally ask for the console log, but since I doubt you have installed some vulkan validation layers, there probably won't be much usefull stuff in it. Judging by the state of the error, I can tell that java is correctly set up and vulkan is at least present (though maybe as an untested version). Could you, if you want to, please provide the vulkan version of your machine (may be multiple if you have multiple GPU's present), or the name's of your graphics card(s) and if their drivers are about up-to-date?

(If you experienced in vulkan, then I assume I could tell you that the application automatically enables ["VK_LAYER_LUNARG_monitor", "VK_LAYER_KHRONOS_validation", "VK_LAYER_KHRONOS_synchronization2"], which normally print really useful information in such cases.)

Mit Freundlichen Grüßen

Serp-slurp (Spicy hot chocolate 3) by Kartoffel Licht 2025-04-17T18:58:07Z

Hello @imnotvegan Thanks for the info, I really appreciate it! First of all, there doesn't seem to be something I could do this LD about that bug'1, so sorry for the inconvenience :neutral_face: . Also, interestingly, I'll assume that everything before would have worked fine, since the "Starting Run..."-message is present (send if the Play-Button is pressed), But I'll investigate this part again for future LD's. ('1 I created another build marked as game_win2-1, where I reall cheaply try to ignore the error, it might or might not work.) Mit Freundlichen Grüßen

GOLEMINE by alex-lumi 2025-04-10T10:31:28Z

i'd recommend you add more stuff to the LD-page of your game, like story, controlls, genres, gameplay images, technical stuff, etc....

I won't rate since there seems to be no binaries included. But there seems to be bombs : ) Screenshot 2025-04-10 123034.png

into the forest depths by Fliegen 2025-04-14T08:15:12Z

The artstyle is quite interesting, maybe try adding some Ambient Occlusion between the srpites and the background to emphasize on the look? Somewhat reminds me of following wallpaper [Screenshot 2025-04-14 100853.png](https://matthew.wagerfield.com/parallax/)

Nice Game!

The Greatest Curse (prototype) by GameRazor01 2025-04-10T17:53:38Z

User experience starts with the project page. By that I mean that some screenshots, controlls, gameplay mechanics, description, genre, download links (to binaries!), etc.. would really do wonders!. [will not rate, since there is nothing to]

LD59 — Signal

Fading Echo 余音轨迹 by JerryWest 2026-04-24T12:41:44Z

The artstyle is nice, and mixing hidden/dynamic elements with a platformer is an interesting idea. The music is also nicely done, (fits the graphics) and soundeffects are fine. The maps vwere also interesting and intriguing, making use of the game aspects in a well thought-of manner.

I sometimes had issues with the (for me at least) unusual keybinds, and I found myself pressing spacebar too many times. The game embed also seemengly ignores LD's display size restriction (thus the scrollbars).

Maybe i'd add some more particle effects, animations and post-processing to spice things up.

LG Kartoffel Licht

U.P.L.I.N.K by Gecko64 2026-04-24T12:12:23Z

The idea of having to redirect signals to points is very simple yet intriguing. Especially combined with the music, the soundeffects, the characterdesign and so on reminds of the early console era, so perhabs expanding in that direction would be worth while?

There's a lot left to be desired in the graphics-area (propper reflection of signals instead of rotation, background, sprite variations, clear bounding boxes, button highlight,...) but also a lot very nice things (character design, rainbow text, art of sprites, tutorial baked-in the background)

The levels are well designed, and it's fun to explore different ways of completing a level (unintentionally)

The background music is nice, soundeffects fit the asthetics.

I also experienced the mentioned bug of INFINITE SIGNAL STRENGTH (splitter continuously spawning signals)

LG Kartoffel Licht

Cyber Resonator (Spicy Hot Chocolate 5) by Kartoffel Licht 2026-04-25T22:25:05Z

@nadan This is a gameplay mechanic we sadly weren't able to fully make sense! These are "high frequency" crystals, requiring you to shoot them with higher frequency lasers (point mouse further away from character) ✨✨

LG Kartoffel Licht

Electrician Simulator by Akuta Zehy 2026-04-24T09:32:52Z

The game idea is great, having to make connections to produce various signals of an input signal. it's simple, yet can result into complex behaviour, and it could be extended in the future. It's very nice to have such a simple UI with everything in one menu. "no need for more complexity and distractions from the actual game"

The biggest problem I faced, probably connected to the graphics, is that I dindn't understand the nodes quite well. What do the nodes do? Why does taking another route affect the signal in such a way?

So the next step I'd take is to give the nodes a bit more personality and maybe add a cataloge explaining what each node does and how different routes affect signals in a way.

Gameplay-wise, like I said, in the future it could be extended in a lot of different directions. you could add physical parts, more interactive stuff, directionallity to nodes (can only connect in certain ways), logic operators, a sandbox mode?

Thematicly you could become more old-school with brass bulbs and heavy switches, or futuristic with "quantum links" or whatever creative things one could come up with.

The music is good, maybe too much out of touch/fast paced for that type of game....?

Unbenannt.png

LG Kartoffel Licht