Northlonde by Martins 2014-08-25T18:00:00
Very good, the graphics and the music works really well together.
Foon → Ludum Dare Explorer → Users → kavehes
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | A Simple Job | jam | 125 | 4.00 | 4.00 | 4.19 | 4.23 | 4.70 | 4.12 | 4.00 | 4.29 | ||
| 2021 | 48 | Deeper and deeper | Reach the Core | compo | 347 | 3.58 | 3.50 | 3.00 | 4.05 | 3.88 | 3.41 | ||||
| 2017 | 40 | The more you have, the worse it is | A Hand full of Blocks | compo | |||||||||||
| 2017 | 38 | A Small World | The Land We Must Take (La Terre qu'il nous faut conquérir) | compo | 277 | 3.30 | 2.69 | 3.43 | 4.21 | 3.56 | 2.57 | ||||
| 2016 | 36 | Ancient Technology | The Ancient Artefact of Amusement | jam | |||||||||||
| 2015 | 33 | You are the Monster | The Hook | jam | |||||||||||
| 2015 | 32 | An Unconventional Weapon | The Gallery | jam | 546 | 3.18 | 3.14 | 3.59 | 2.29 | 3.14 | 2.47 | 2.95 | 37 | ||
| 2014 | 30 | Connected Worlds | Above, here and down there | compo | 504 | 3.26 | 2.68 | 2.94 | 3.40 | 4.24 | 3.19 | 3.42 | 36 |
Very good, the graphics and the music works really well together.
Always nice to see something other than pure games and i always love flat colors, so great work on making this toy
Nice artstyle/UI, i really liked the way you made the two moves together although i had some difficulties to jump sometimes. I took me sometimes to remember that i had to use E and F to assign the stars but it was a nice experience.
And this is why Cuteness should be a criteria for voting
Game crashed at the third level (cannot take any actions), but it's always nice to see some AW inspired stuff, nice pixel art.
The only thing lacking for me was the lack of lifebar or feedback on how much an unit is damaged ( especially the tank one). Maybe have the units display their life over their head ?
That was glorious, i was world and that was great. That's amazing for Compo, nice job
I'm pretty curious to know how far you can go with this, i did 237 years and no penalties but i suppose it's pretty low. I really like the art and the music that fits really well. I just wish we didn't had to click on the right when placing the same building twice but other than that i love it !
The idea is great but drag and dropping is really hard but that might be intended. It's a bit hard sometimes to know exactly of what section the citizens are but that part of the challenge.
Is it actually possible to make a 100 survive ? I might loose a lot of time this week trying to achieve it depending on the answer
Thanks for the feedback everyone, i am actually working on improving the game (with a basic AI and automatically ending turn and feedback on which tiles can actually be interacted).
I'll try to make the goal of the game clearer as well.
This is a good starting point, the pixel art is nice but the gameplay is a bit limited, drilling at random without any hint of where to find the fossils.
Nice puzzle game, a bit short as it ends just after introducing the unbreakable blocks. I really love the minimalism though.
Amazing game ! I was worried at first when I saw all the abilities plus the keyboard and mouse scheme but it ended up working quite well. The wave of enemies became too big to overcome around the time I was thinking I had seen it all so it ended at the best time for me. One improvement would be to add the key on the abilities in case the player forget them :) Good job !
I'm not really sure I understood the use of the items on the right, and since the drop rate felt low (it's possible to go through several levels without gaining anything) I wasn't sure if I was looking for something other than coin to upgrade and potion to heal. The base is here for some improvement though, maybe adding dodging, like enemies telegraphing their attacks can help give a bit more depth to the encounters :)
Thanks for the comments everyone, As a small developper insight here's why it's like this right now : - The difficulty hasn't really been tested, I didn't had time to both create patterns balance the different stages, with more stages I hoped I would have been able to ramp it correctly but yeah, time... - Drilling actually had no use for 1.5d of development, I just loved it so much I didn't realize it served no purpose until the end ^^ - I added last minute a "No death" cheats for the curious on the "C" key ^^
Nice work ! Some feedback on my part, appart from the technical issues w/ the mouse
- I feel like combat contradicts itself between the brush mecanics that asks to flail wildly the mouse while the spiders asks to click precisely on the, leading to situations where you can't do both at the same time. I found myself a lot of time at 1 hearts with a screen filled to the brim and only randomly clicking while waiting for the end of the fight. - Its also because you cannot tell that it's safe to brush yourself when the enemies are taking a pause,if you cannot see them. - On LD side, I feel like we are missing some feedbacks to signal progression. It's not easy to know if you are actually progressing or if we are on a previously visited light. You can probably fix that by making each light more unique, or change the color once reached.
It took me a while to get into the rhythm of the tapping but once I got it in my muscle I felt it could have lasted longer (something is relaxing about doing the back & forth as it turns out ^^). On small improvement I could see would be to give a bit of time after a player succeeds the tapping just to see the pictures and feedback the them that they "won", as opposed to immediatly going into the dialogue, which is similar to the fail state. Otherwise, nice work :)
I like the art and the idea is nice. It's missing a bit of feedback for the player to really highlight interaction (I used the doors first betfore realising that I could interact with the items) but the trail of crumbs of the memories is working nicely. I'm not sure if I reached the end or not but I got to the "It's time to go message". If it's the last step maybe adding a end screen will be enough ?
Great work overall ! The management of the 3 ressources is a bit tough as they deplete fast and the light is almost necessary to know where are the tiles that fill the other ups, but it works well overall. Some frustration on the level design side for me being with some screen being cropped in a way that create a lot of offscreen walls that just frustrate because you can't know in advance if going to the edge means you will be able to progress or not Still impressive for a compo :)
Appart from a ledge climb that would really help the movement, the rest is amzing. It's very fun to move around a carve my way into the ground !
It really interesting how it's the same 10 seconds but can feel different depending on the games. Very chill and beautiful experience. I don't know if the spawn rate is a bit high or if I badly managed my organism but even losing felt weirdly serene with the pace of the game, it's inevitable but it's fine. :)
Interesting way to manage the resources of Action Points and cool art !! Only downside to the resource management I saw when playing was that the rules really push you towards playing very defensively since you want to make the opposing side lose time by moving towards you. Great job overall though :) !!
Those damned spikes ^^ Really nice concept, I like using the 10 seconds as a way to make us anticipate the jumpscare, which is both reassuring and scary because we're never sure. One this I'm not sure is if the wendigo is supposed to disapear after the 10 seconds because it sometimes just stopped chasing. Very cool and beautiful game though !
Apart from the ressource collecting that was a bit tedious and could lead to selecting rabbits by mistake, this was a delightful experience ^^ Great game (It took 186 years but we got that statue done !)
Not gonna lie, it took me quitting itch.io and rereading this page before I got what was happening ^^ Very nice concept and execution, some timing where maybe a bit tight and required too much precision on what to do to reach the next checkpoint but it was still beatable. Also not sure what I expected but the ending sure got me !