Five Finger Discount by boyTurnedRobot 2019-10-14T21:58:30Z ♥ 1
I absolutely love the mood and colour scheme used in this game. It feels almost Hotline Miami esque. Simple concept but executed very well.
Foon → Ludum Dare Explorer → Users → LazyGameDevZA
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Grove Guardian | jam | 1944 | 3.17 | 2.75 | 3.27 | 3.23 | 3.42 | 3.33 | 2.15 | 3.05 | |
| 2019 | 45 | Start with nothing | 👥 | Fool's Gold | jam | 623 | 3.39 | 3.46 | 2.91 | 3.30 | 3.37 | 3.30 | 2.88 | 3.39 | |
| 2017 | 39 | Running out of Power | 👥 | Final Flight | jam | 762 | 2.79 | 2.30 | 2.90 | 2.84 | 2.00 | 2.78 | 2.37 | ||
| 2017 | 38 | A Small World | 👥 | Save A Small World | jam | 2.20 | 1.80 | 1.40 | 1.50 | 2.20 | 1.00 | 1.50 |
LazyGameDevZA leaves an average of 6.8 feedback comments each event.
I absolutely love the mood and colour scheme used in this game. It feels almost Hotline Miami esque. Simple concept but executed very well.
This is a really enjoyable game. It reminded me of playing the old Billiards game on the NES. The obstacles added a nice spin on the type of game.
I really liked the music in this game. The turn based mechanic was very interesting, but I feel a little more could've been done to really turn this into a stealth driven game.
I quite liked the idea of using arms as a means to attack in space! Really cool little game.
Really nice humorous little game. I quite enjoyed playing it. The movement mechanics felt a little off, but overall I enjoyed it :)
Really interesting concept, but a little lacking on the execution. I managed to destroy the first 4 houses eventually, but by the time I manage that my minions are almost all dead with no way to replenish them from what I can gather. This has potential, but needs some really sharp edges to be worked down first.
This is such a fresh little idea. I really liked the space invaders type game combined with something almost candy-crush like. Really well done :)
I absolutely loved this! The mood the writing in this creates was great and I really enjoyed playing it, even if it was a little linear 😄
This is definitely quite an interesting concept, but I felt a little lost as I wasn't quite sure what the purpose was of the game.
While I liked the idea of the phone's battery running out it did not quite make sense that doing more things on the phone itself will add some charge.
I feel this is a very simple game mechanic that can get quite deep if applied correctly. Currently I couldn't really notice if the flying objects had any urgency that it would destroy my base so it feels a tad gimmicky that me taking action against these objects is what actually consumes power.
Unfortunately I felt this game was very lacking. The movement felt very off and I did not really have an idea of what it was I was doing in the game. I understand that the entry was made in a very limited time, but some extra polish or focusing more on one mechanic would have made it a much more fun game.
I really like this game even though I haven't been able to finish it. I will attempt to do so soon! 🙂
My only feedback would be to tighten up the mechanics just a tad as it felt that there were some inconsistencies in the jumping and moving side. Other than that this is a great entry!
EDIT:
What I said above here did not quite do my feelings toward this game justice. I was wrong in that the controls did not feel as tight as I would have liked it. They were really great. I loved how consistent the game was and that you had presented enough information to the player to make their decisions in (except maybe those last few doors that I did not quite manage to figure out). I loved how difficult the game was even on easy mode.
My cousin has a lot of hate for those moving 1 block bouncy platforms of doom, but I'll be honest I loved them. I felt the animation that was done around those bouncy blocks gave me enough information that while they went off screen I could spend time and figure out the timings. It might have helped if the jumps and the shadows were swapped around so that you can face the new threat first and fail there without having to traverse another quite difficult, but known threat as well. I did figure out a way to manage those jumps by timing it right and doing some counting in my head to match my movement to that of the platforms.
While this was not necessarily an innovative game I definitely feel it was a good one. You mentioned that the game wasn't supposed to turn out creepy but it did. I think even if you have a certain understanding of what the it means to you it ended up meaning something completely different to me and that's the magic bit about this game that I loved.
I really liked the art and while I think overall it was a great effort something felt very lacking. The jump mechanic is a bit fiddly, but not too big of a deal breaker. The jump worked in such a way that you had to be moving to be able to jump higher. This produced something that felt a tad unreliable. It's a bit of a trade off in my view if you have a weird mechanic and perma-death, but to be honest even Dark Souls with all it's difficulty is a game built on consistency.
It was also weird how you'd just fall through some of the tiles as there was no real indication that they were different and I ended up not trusting most of the level after that first fall. At some stage you've even set up a very difficult but possibly jump which could be circumvented by just walking through the wall.
As mentioned the premise of the game feels a bit lacking. I know I'm putting in a lot of critique here but I think you've managed something really cool that with some attention given to how everything is presented to the player can turn it into a really fun game to try and speedrun. 🙂
There's a lot of potential in this game, but it feels way too fast and a bit uncontrollable. Having played Kerbal Space Program this feels a bit more chaotic, but in a fun way.
This was a very interesting game. I'm not a fan of the typing mechanic in the console side of the game and there might have been a more creative way to provide that information to the player, but overall it's a very interesting concept that I'd like to see be explored more.
Looks like a very sleek game with quite a beautiful art style for the bar. I agree that the portrait art style does not quite match the rest of the game, but this is definitely a solid effort with a lot of hidden gems to be unlocked. I do feel confused at times when I don't know who I'm pouring a beer for, but it's definitely something that should be easy to fix I believe. I'm very curious to see where this is going! Well done!
LD46 — Keep it alive (8)
Mega Kinetic by Add-an-A 2020-04-27T17:30:04Z ♥ 2
I really liked the art-style and the concept was interesting as well. It was a tad difficult judging the trajectory of the specimen, but overall still fun to play.
Pelican Play Ball by vfqd 2020-04-26T22:11:56Z ♥ 1
Definitely scored points in my book for it's colourfulness and the sound. I'm still a little unclear about the need to manually click, because once you reach a certain level of auto wavers you're pretty much set for the rest of the game. I still really enjoyed it and I was absolutely mesmerized by the art style.
Keeping Itt Alive by ashashza 2020-04-26T14:10:21Z ♥ 1
I really love this game. It's very quite and it has a very interesting fighting mechanic. The graphics really help sell the world. My biggest complaint is around technical issues. Sometimes "bullets" would spawn outside the level which ultimately doesn't mean anything is wrong, it can just be a little startling when a particle effect pops from the other side of a wall.
Clumsy Clankers! by V Master 2020-04-26T13:10:20Z ♥ 1
This was an interesting concept. It does feel like controlling the robot directly might have yielded something that feels a little more solid. On the last level it's really easy to get stuck if you push the box into the wall. It also feels a little inconsistent if you can just walk onto the pressure pad on some levels, but are forced to push a box on in others. As @james-joubert mentioned, the lasers not having some indicator as to when they will turn off does make walking past them a little difficult.
Seek the Sun by Elyaradine 2020-04-26T12:59:16Z ♥ 1
This was absolutely delightful. I really enjoyed this and the only frustration was the auto turn-table would kick in just as I would try and prune something. I'm not completely sure what purpose the manual control over the "water shower" was serving. I understand the need to control when the next growth stint should happen, but the positionality of it doesn't seem like it really adds anything.
Lastly it does seem like there isn't a "lose" condition, which would have me argue this doesn't quite fit into the them. My actions aren't quite keeping the plant alive, but rather encouraging it to grow.
Ember Online by Virtual Window 2020-04-26T10:56:12Z ♥ 0
This is definitely a very ambitious project to take on and finish in a weekend's time. Unfortunately I also didn't manage to find somebody to explore with, but overall there was a really nice atmosphere that I found relaxing. Really solid effort!
Junior Juggle by miltage 2020-04-26T10:30:08Z ♥ 1
This is such a fun little sadistic game. I really like the touch of certain items being much heavier than others, requiring much more "effort" to keep them up. There's also the nice touch of items having a unique sound played when interacting with each one. Overall this is a really nice game to play for short stints at a time just to try and set a high score.
Super Rally by Fengol 2020-04-26T10:21:18Z ♥ 1
While playing the initial version where you had to time the hit it was a little frustrating. Right now it's a really nice game to just take your mind off of things. There's an element of "feels like work" that if you look at the gameplay really closely you'll notice that there's a lot happening "automagically" as well. This is a nice touch as it feels much more forgiving as a player.