Re:Kotel by gdesecrate 2021-10-12T01:27:24Z ♥ 1
Great visuals. Only thing is you need to be careful with the hit sound effect which sounds very "sad". It makes me feel like I should be avoiding shooting the shapes instead of doing the opposite.
Foon → Ludum Dare Explorer → Users → LancesCaterpie
| Year | LD | Theme | Game | Division | Overall | |||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2021 | 49 | Unstable | Crunda | compo | 4.41 |
| Year | LD | Theme | Game | Division | Category | Score | |||
|---|---|---|---|---|---|---|---|---|---|
| 🥇 | 2021 | 49 | Unstable | Crunda | compo | Fun | 4.46 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Snooze | compo | 91 | 3.87 | 4.05 | 4.13 | 4.02 | 3.36 | 3.74 | 4.40 | 3.88 | ||
| 2021 | 49 | Unstable | Crunda | compo | 3 | 4.41 | 4.46 | 4.16 | 3.69 | 4.03 | 4.24 | 3.18 | 3.96 | ||
| 2020 | 46 | Keep it alive | Return of the Viper | compo | 98 | 3.94 | 4.00 | 3.97 | 3.22 | 3.92 | 3.89 | 3.83 | 4.03 | ||
| 2019 | 45 | Start with nothing | Metal Wombles | compo | 3.75 | 3.75 | 3.50 | 2.63 | 3.63 | 3.63 | 3.00 | 3.33 | |||
| 2019 | 44 | Your life is currency | Somnambulist | compo | 34 | 3.95 | 3.92 | 3.95 | 3.24 | 4.18 | 4.05 | 3.24 | 4.16 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | BINGO FUEL | compo | 49 | 3.97 | 3.90 | 3.95 | 3.50 | 3.66 | 3.61 | 2.91 | 3.64 | ||
| 2017 | 38 | A Small World | SHAKEDOWN | compo | 55 | 3.95 | 2.90 | 3.55 | 2.90 | 4.48 | 4.25 | 3.00 | 4.10 | ||
| 2016 | 36 | Ancient Technology | Joustinator | compo |
LancesCaterpie leaves an average of 4.1 feedback comments each event.
Great visuals. Only thing is you need to be careful with the hit sound effect which sounds very "sad". It makes me feel like I should be avoiding shooting the shapes instead of doing the opposite.
Hey, I enjoyed this but the biggest improvement for me would be some kind of warning before the building exploded so you could plan ahead. Really nice aesthetic though!
I enjoyed the game but I think the teleport should be done on keypress The health cost seems to be done in steps rather than linearly so if you can kinda "drag yourself" by holding down teleport and moving the mouse
This is the kinda game why I love LD, some of the assets aren't great but you can tell it was put together by a person and it feels very endearing. Some comments:
Enemies spawning behind you in level 3 isn't great. Not sure what the line from the gun is about :) The health/currency mechanic actually worked a lot better than I expected, it was interesting that you could "invest" by buying the more-health-from-pickups upgrade.
I really enjoyed playing it, thanks.
Nice simplistic entry, couple of thoughts: It would be great if there was an animation/sound that played while you were healing When you expand the player sprite gets put on top of the soul which means its hard to keep track of where it is. But nice entry overall :)
This is actually a really interesting puzzle game idea, shame there wasn't time to go further with it The "slice off x tiles of yourself to propel yourself forward x" is really interesting
It would be great if there was some ui element that either told you how many tiles youre about to slice off or how far you would travel.
But I can imagine some really interesting puzzles especially if there were tiles on the level that you could propel yourself into and would attach themselves onto you so you could grow your body :)
I really liked the design of this one Wish the movement was faster so it feels more frantic when the real time starts Also the ai seemed pretty basic but thats understandable Otherwise I enjoyed it
As you're Daniel Linsenn I feel I can quite critical and get away with it :D
Personally I didn't find the gameplay that compelling, maybe because I wasn't planning in advance properly or didn't spend enough time playing the game to get a solid grip of it. I feel the game really needed a failstate animation as your runs just petered out rather than ending "properly". I feel having a ghost rabbit walking the path would also help make the game feel better to play.
However the ui and overall execution was masterful, the level of polish you can put into something is astounding.
I really enjoyed the music, it added a lot to both the intro and the gameplay. The gameplay felt slightly too slow, increasing the movement speed of the player and the enemies would have made it feel more frantic which I think would be a positive. Also the audio of the gunshot seemed to glitch when your fire rate became too high (maybe it kept retriggering every frame which bugs it out?) On death I see what you were trying to do with the slow motion, but the slowed down audio effects seemed a bit grating and I feel its missing some blur / fade out? Overall I enjoyed the game however!
Like others have said its a shame about the lack of sound, which would have really brought the game to life. I would really have like the opportunity to automate some stuff, being able to put the arrows on an adjustable timer would have added a new dimension. Overall I enjoyed the game though!
Nice mood and graphics it just feels like the gameplay is a bit a bit bare, adding some extra element would have gone a long way to improving the enjoyability of the game.
The game loop was great, as soon you die, you are put straight back in making for a great game loop. The dialogue almost works really well but to me it seemed a bit forced or cringy in places. Overall good game and I'm glad I found it!
Solid entry, great range of powerups and variety of enemies. Well rounded overall, my only suggestion would be to make your own HP more prominent and make it more obvious when you have taken damage.
Amazing game, had a great time!
Nice graphics, they all felt cohesive within a single style. The controls felt really unresponsive and sometimes buggy, maybe the gravity should be increased and the maxspeed / acceleration tweaked. Along with this maybe you needed a jumping animation? I liked the idea of the simple arrow / no arrow interface for identifying npcs its clean and allowed a variety of creatures without further explanation.
Nice, graphics but the gameplay was a bit too fast paced. It felt like you are chucked in the deep end, maybe you could start on a more empty planet and enemies rise from the ground / fall onto the planet? Also the music created the atmosphere of a fever dream and I'm not sure if that's what you were going for. Anyway, nice effort!
The most strangely compelling game I've played in the competition. Somehow, against all odds, the naive art, simplistic audio and basic gameplay come together to form something far, far greater than any of them.
Really bad framerate for me (Windows 10) shame because what I saw looked really good!
Nice range of challenge, the levels were satisfying to beat! I felt like the game was a bit too slow paced and lacked a certain character, there not much to make it stand out from a generic demo platformer, maybe some dialogue on moneybag pickup or between levels would give it something else but at the moment the game just felt a bit bland. Game just needs some heart to add to the level design.
The user interface was great, a good way to feel like a colonialist is to sit at the desk of one and having the currency as physical coins made making money really satisfying. The rotation of the globe was a bit slow so it felt slightly awkward trying to maneuver. Restricting the minimum distance between ports would've been good as I accidentally placed down two on top of each other Some randomly generated names for the ports/cities would've been great. As well as this some sort of motivation to play because at the moment it feels like a sandbox, empty world you're just left in. Overall good management sim though.
Like other people have said the gameplay feels like it needs an extra dimension, but that was probably down to lack of time. It does well in that there was is a clear concept and goal behind the game and it cleanly executes it.
Well executed game The screen shake and sounds played when a meteor crashes into your planet really helped it feel satisfying. While designed as a hard game, perhaps a slight increase in the size of the ship would have helped ease the player into the game.
Some of the graphics are great, particularly the explosions and dug animations though it feels like it's missing some sort of background. Controls feel a bit clunky, perhaps allowing rotating the world while jumping would help that, at the moment you are 'locked in' to a given angle when jumping. As someone else said, an audio cue on the eggs would help a lot. Decent overall though!
This is great, I love the concept
My only complaint would be that while the animations are beautiful I spent the whole time playing looking at the edges of the screen away from them which is a shame :/
This is such a great concept, its such a shame that it feels so unfinished (I guess too large a scope / not enough time?)
I would really love to play a version of this game that had a couple more days of development. The soldiers filing out after you as the sun rises is done perfectly
Like other people have said the game, while having a great atmosphere, really needs another mechanic to keep your interest.
On a technical level, when the camera moves it distorts the edge of your player sprite which is a bit jarring
But I really like the odd bits of history and background that you get as you walk around. Good first entry!
This is a really nice idea, the names are a great touch
LD50 — Delay the inevitable (1)
Timeless by shmador 2022-04-05T15:32:20Z ♥ 1
I really liked this game, the ideas behind it are great, its just theres a couple of things holding it back.
The player character is quite clunky to move. As you play through the puzzles it makes sense from a design perspective why you need to fall perfectly virtically etc. However it still kinda hurts to play. Would be nice if it was a bit faster :)
Its not immediately clear that pausing time is global. Because the animation is a small circle emitted from the player I thought it was local at first. It would be really great to have background particles or animations that stop when you pause time (maybe a pallete swap too?) to hint this to the player.
The control scheme are a bit weird but its fine after you get used to it.
Pushing the blocks when time is stopped seems a bit weird as a mechanic, would be nice if it was telegraphed a bit more?
Overall though it was a great entry for the time, good job!