FoonLudum Dare ExplorerUsers → LaserHydra

LaserHydra

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202659Signal👥Proxyjam3.502.663.333.833.831.833.00
202149Unstable👥Unstable Deliveryjam9943.333.403.113.713.612.602.52
202148Deeper and deeper👥Deeper Dungeonsjam13673.252.932.863.523.592.423.50
202047Stuck in a loop👥Goin' in Circlesjam2.942.702.702.703.251.143.10

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 LaserHydra

LD47 — Stuck in a loop

Goin' in Circles by MrBlue 2020-10-06T01:04:24Z

@hoolop @azsteak @steamdr4gon @deepsealychee @walnut @xenobey @peanud

Thanks for all your feedback. We've made slight adjustments to make it more playable, see above on the page. New download links for the improved version have been added.

Goin' in Circles by MrBlue 2020-10-07T16:34:20Z

We've added a separate download with an extended level, which should hopefully also make our take on the theme a bit more noticeable.

LD48 — Deeper and deeper

Dwarf Inc. by Matthieu Riboulot 2021-04-27T20:05:39Z

This is probably the LD game I've spent most time playing so far, great work! The art is beautiful, and the game is quite fun to play, at least until your numbers just start to go ham :slight_smile: The only thing I can mention is that honestly, while the shaft news are a nice little touch, they didn't add much for me personally. Furthermore, on max speed, the events would sometimes keep interrupting and I wouldn't even have time to slow it down again ^^

I ended up digging down 250k meters :smile: 2021-04-27T22_05_08.png

Deeper Dungeons by MrBlue 2021-04-27T09:44:31Z

@raptor851 I'm glad the linux build works. :slight_smile: Yes, unfortunately we didn't end up having enough time to work the rest of those things out. Thanks for playing and giving your feedback! :thumbsup:

Deeper Dungeons by MrBlue 2021-04-27T18:02:54Z

@gabriela-moura @sasashasa @khelian Thanks for your feedback! We would've loved to have done more polishing and finished adding our character models & animations. The issue with the azerty keyboard is a good point we hadn't considered. We left out things like configurable controls to save on time, but it'd definitely be something we should add in case we keep working on it.

Deeper Dungeons by MrBlue 2021-05-01T16:37:10Z

Thanks for playing guys :)

@magnanix and thanks for the making me chuckle with your little epilogue :)

In regards to your question, @phoenix-fireflower, we did do a few fixes and small polishing which we definitely plan to release soon, just gotta get @mrblue to upload the builds :stuck_out_tongue: Those are however as I said, mostly small fixes.

Properly positioning held items turned out to be more of a problem than we thought with our current state, so that won't be a part of it for now. I'll check with the others if we could get some enemy models, more animations, and maybe even some more levels in.

Deeper Dungeons by MrBlue 2021-05-03T08:14:04Z

@kripakov @lrvstudios I'm glad you liked it, thank you for playing!

Deeper Dungeons by MrBlue 2021-05-04T11:54:55Z

@doctortm Thanks for playing & your feedback! In the little post-release update we've been working on, there will be torches in the side rooms :)

Deeper Dungeons by MrBlue 2021-05-04T22:07:18Z

Hey @phoenix-fireflower, we've just uploaded a post-jam build with further polishing, improvements, and more :) Enemy models are still missing for now, but feel free to check the changelog for v3 on the page here for what changed.

Deeper Dungeons by MrBlue 2021-05-05T13:15:37Z

Thanks again for playing @jvdwijk! The combat does indeed need some work to be more skill-based but we didn't have the time during the jam and didn't want to completely change that in the post-jam release for now. I'm glad you enjoyed it overall.

The Dive by raptor851 2021-04-27T18:36:43Z

I really liked the hand-drawn visual style, being quite different than what I expected to see. Theme seems to fit relatively well, both in the sense of the submarine as well as the game progression.

It would have been nice to have an indicator on what you can interact with, as I ran around trying to interact with all sorts of things in the beginning. Perhaps also some sort of indication on what should be done, but with the description on here, it wasn't a problem. Music could have surely helped to set the mood, though you can't have everything, can you? :)

Road to darkness by Tvorojok 2021-04-27T19:32:48Z

I like the visuals, as well as the music. Despite the explanation, I feel like I did not fully understand the game though. I thought I understood the fighting mechanics, but sometimes it acted different to how I expected it, e.g. not dealing damage when I should've done more damage than the enemy healed / blocked.

The gameplay certainly seems interesting, though I'm not sure if it's my type.

Rainbow Fall by Vitor Barbosa 2021-04-27T18:59:57Z

Great work :slight_smile: The game seems quite well polished and was good fun to play. It provides a decent balance of need for concentration while not being frustrating.

I also really like the music and the art, it all fits together quite nicely.

The only thing I can mention is that I was confused by sometimes getting game over right away, when hitting a star block of the right color. I'm not sure if that's a bug, or I just missed something in terms of how they're supposed to work.

LD49 — Unstable

Unstable Delivery by MrBlue 2021-10-05T18:11:51Z

Thank you so much everyone for playing! All your feedback and surprisingly positive comments are much appreciated.

I want to address your feedback here and mention the people who left it, so they see my reply. Don't feel left out if I didn't mention you :)

@blake-mullin @mimusangel @goldenevolution @martta @mvasko2 The navigation/GPS arrow seems to be a very common point in your feedback, and we will look at improving it. I currently have two different ideas for doing so, also thanks to your suggestions: 1. Point straight in the direction of the destination 2. Instead have an arrow or line on the ground in front of the car, pointing in the right direction on the street

@almightyzentaco @martta @mvasko2 Furthermore, the lack of sound is obviously quite noticeable and unfortunate. We'll also see whether we get a chance to add it with a post-jam release :) We'd have loved to have added some sounds & music, but we really struggled getting our main functionality to work in time, and that was higher priority. Making additional (sub-)levels was unfortunately not one of the things we could have saved a lot of time on, since they were quite quick to make once we had the map set up.

@martta @drunk-wizard I'm really glad you liked the driving. Implementing that certainly took a lot of our time. It took 3 of us a collective 1.5 days or so to properly get it working after repeatedly scrapping it completely and looking at other possibilities and examples. After switching to just a AddForce-based approach, we ended up back at the Unity wheel colliders and finally got them to work, after a lot of failed attempts. While it does seem to be decent now, we'd probably want to tune it some more in the future as well.

@mimusangel @goldenevolution @wang-tianliang The way boxes are spawned, falling out of the truck, is a known issue and it's definitely something I'd like to fix. The boxes should all start in the truck, positioned reliably, so you have a fair chance each time.

@nephelias @cloudlunar Finally: more mechanics, variety, and levels would of course be great to have, and we'll also perhaps try to get at least a bit of that into our post-jam release(s). Additional mechanics could include the mentioned NPCs, a time limit, other types of transportable items with quirks, different driving environments in different levels, and of course much more. We had incredibly little time left to make the levels, so I'm glad it was enjoyed at all. A similar game which @evgeniya-zapolnova and their team have created is quite a good example of additional mechanics, which I found to be a nice touch.

I hope I addressed all your feedback and am looking forward to possibly get more feedback from you guys for post-jam releases.

:slight_smile:

Unstable Delivery by MrBlue 2021-10-06T04:35:53Z

Thanks again for your feedback :) I'm glad you guys enjoyed the game.

@codechomper Thank you for the suggesting that building tool. We'll try to keep it in mind for future projects.

@khaotom It's nice that you've indeed found a different way to look at the fact that the crates often fall out at the beginning. Though, since it's generally considered unwanted for us and most of the feedback so far, we'll likely fix it.

@proxy-games I totally agree with you and the others that sound is likely one of the most important things missing. With our post-jam release, I'll try to get at least a bit of sound into the game. It's also interesting to see that you did in fact like the arrow pointing along the street. We have since adjusted it a bit, but don't worry, road navigation assistance is kept! Thank you for your kind words about my response. As I mentioned I was honestly a bit overwhelmed by the positive comments, and would love to improve on our game with the feedback you guys have given.

---

Lastly, we've been working on a few things for our post-jam release. While it's not done yet and I'd like to add some more improvements still, I can share a little teaser in regards to one of the prevalent feedback points: our GPS / navigation assistant. I've changed the arrow we've had to point straight towards the delivery point, but added arrows on the streets additionally to help with navigating those:

Screenshot

Unstable Delivery by MrBlue 2021-10-11T01:23:30Z

@robowarrior1982 Thank you for your feedback too :)

@mvasko2 It took a little longer than I hoped, but we finally got around to wrap up the post-jam release we've been working on. The download link was added to our LD page here, along with a changelog. I hope you'll give it another go and hopefully the most pressing problems have been resolved. :)

Unstable Delivery by MrBlue 2021-10-11T19:57:06Z

@mvasko2 Thanks for your updated and again in-depth feedback!

Most of the things you mentioned I have had in mind and totally agree with.

Our scoring certainly needs more improvements, and as you mentioned, more information about how well you're doing would be good. You do currently see how many boxes you've still got in your car and the time you've taken, which are basically the factors used to calculate the score, but it still can be improved.

In regards to the boxes, there's been some back and forth. We originally fixed the box spawning by spawning them in a perfect grid, but then they ended up being positioned so perfectly that it was actually somewhat difficult to lose any with our truck. So I deliberately adjusted it so that boxes spawn with a bit of a random force applied to them so they don't stack quite that cleanly. I haven't had all boxes jump out from a little bump in my testing, but that certainly may need more tweaking. Perhaps a bunch of these issues would also be resolved by using things & shapes other than cube shaped boxes as cargo / transportable items.

The world needing more detail & generally a bunch more work is something I totally agree with. Creating the maps & levels is something we did in very little time just around the deadline, so there is much to be desired. And with our post-jam release here, I was mostly focused on fixing bugs and improving mechanics rather than working on the maps (other than some things here and there, such as the desert terrain).

Finally, we actually have a task "lying around" to have the truck / vehicle behave differently off-road, but that is just something we hadn't prioritized and haven't gotten around to.

I am honestly not sure whether there will be another post-jam release for now, but I will let you know if/when there is.

And again, thank you for the additional feedback and trying out our improvements. :slight_smile: