FoonLudum Dare ExplorerUsers → Kyace

Kyace

Games

YearLDThemeGameDivisionRankOvFuInThGrCo
201534Two Button Controls / GrowingHulk Rogue-Litecompo4633.253.353.002.942.5033

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Comments by Kyace

LD34 — Two Button Controls / Growing

SAUROPOD vs THEROPOD by Tijn 2015-12-15T03:27:00

Very fun game, the sound and music was great and it all worked well together. Good use of both themes.

Haighstrom's Tug of War by Haighstrom 2015-12-14T22:21:00

Simple but fun game. Felt deeper than it appears at first glance. I like that you thought to add same-keyboard multiplayer. Might suggest either hiding the option that the AI is choosing or allow the AI to switch options like a human character might (such as switching between a feint option to their real option a second or two before the choose phase runs out).

Shadows by Damdoshi 2015-12-14T23:48:00

I liked your graphics and imagery. Your spreading shadows were a very neat effect and felt very claustrophobic. Full points on setting the mood.

It felt like I was fighting the controls rather than solving a puzzle. Would like to see your game without the 'two button' restriction. It seemed like you had the orbs mimic the control inputs of the player rather than have the player 'push' them. That led to some odd effects with being able to pull the orbs behind me sometimes. The plinths and the pits looked very similar, maybe make them looks more different.

Overall, feels like the beginning of a very good game. :) Sorry that you didn't get the time to flesh it out like you intended.

subatomic borrower by pyokoanarogue 2015-12-15T03:59:00

I enjoy your art style and humor, but there's a few control issues that stuck out. Your jump is very binary: All jumps are to full height instead of jumping less if you tap the jump button vs holding the jump button. As well, the sideways component of the jump was added once but couldn't be dampened afterwards. So you could jump up, jump up and add a sideways direction or jump sideways, but you couldn't slow down a sideways jump once you've committed. Taken together, this makes many of the jumps very tricky if you don't start in exactly the right place.

There were also a few places where I got stuck in the walls during a jump (notably in the Giant Woman stage and near the proton).

I enjoyed the Steven Universe reference and the art is nice and works well together. I enjoyed seeing the same object from two different scales.

stutter step by Evgenii Petrov 2015-12-14T23:24:00

Nice use of the queue concept as an inventory manager.

Would have liked a way to tell how much damage/cooldown a weapon had without having to pick it up again (perhaps something like a tooltip/mouse hover?). Might suggest making the background characters darker than the weapon over head tiles (there were an embarrassingly high number of times that I though that '^' was a weapon/trap that the enemy was going to use against me). I would have liked some indication of how far behind me the fire was.

Over all, very nice game!