Difference by ChatPion 2016-04-20T19:05:00
All of the systems worked very well together, I enjoyed it!
Foon → Ludum Dare Explorer → Users → leroyii
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | Running out of space and into your spaceship | compo | 368 | 3.36 | 3.30 | 3.30 | 3.80 | 3.33 | 2.80 | ||||
| 2017 | 40 | The more you have, the worse it is | Carl's Castle | jam | 3.00 | 2.00 | 3.50 | 3.00 | 3.00 | 2.50 | 3.00 | ||||
| 2016 | 36 | Ancient Technology | Temple Trial | jam | |||||||||||
| 2016 | 35 | Shapeshift | Morph Man | jam | 276 | 3.53 | 3.57 | 3.50 | 3.53 | 2.17 | 59 |
All of the systems worked very well together, I enjoyed it!
STAPLER, GOLF, INVEST
I can definitely see the Super Hexagon references
Interesting distillation of TCG elements, It's cool how different interactions happen because there are so few cards in your deck.
It looks great, and I was surprised at how difficult the puzzles got by the end with such simple mechanics!
I got a bit confused on "Discover weapons," but other than that it was a cool way to convey an idea using mechanics. Great job!
I enjoyed it! Even without reading the description, I could fairly quickly tell what was going on. The music got a bit repetitive. By the end I couldn't even find my mouse pointer!
I really enjoy this, but I had some confusion with the mechanics.
A drag-and-drop system would have helped a lot, it ended up being kind of like sokoban near the end.
It was difficult to tell where and how ingredients transferred from one object to another, and I think this could be helped by making it grid-based.
Just some suggestions, because this isn't that far from being really great.
I really enjoyed it, but I have nothing to base my score off of, so I can't tell how well I did.
Great game! One gripe I have is the sound for searching is gets really annoying after some time, and it took me a bit to realize that's what the sound was. Another thing is that the clamping mechanic was unclear: it took me some time to realize that the clamps took time to put up and that they broke eventually. The textures for the clamps themselves blended into the background and the sound of them breaking was covered by the beeping sound of searching.
Other than these two things, I thought the game was great! Once I got over the initial confusion I had a lot of fun playing it.
The sound design in this was great. I loved the effect where the music softens and instruments cut out when you go underground. The visual effect on this was also very good, although it feels like the screen zooms in just a bit too much. The only complaint with the sound is that the song that plays near the end of the time limit feels to intense and out of place with the otherwise calm soundscape. I definitely agree with cromo about only being able to hold one item. It made the game more about managing movement than about managing your ship's space. Overall, I really enjoyed playing it. Great job!
This is an interesting example of embedding morality into gameplay without being super overt about it. The mechanics and goal slowly changed what I focused on. The first day I looked at the crime and thought "murder? That's at least a two year sentence!" On my second playthrough the first thing I asked each day was "are they rich?" It kind of reminded me of Papers Please because of this.
Gameplay-wise, there was no reference point for the lengths of prison time, which made it a bit confusing. There was a reference point for fines, but it would be nice to have the dollar amounts you put in the description in the game itself somehow.
I also love the fact that a reasonable thing to do in this game is to give someone a $300 dollar fine for lighting a pencil on fire. :smile:
Great game! The graphics and sounds were clear and immediately understandable, which is really important for such a chaotic game! The difficulty spiked greatly from the first dictionary, but I think the mood made it so it was never frustrating. I enjoyed it a lot, and it was especially impressive because you made it in an extra small amount of time!
Extremely clever and unique mechanic! It took me a bit to understand the goal, I think just adding an explanation of the goal in-game would go a long way. I think for this specific game, click and move would be better than arrow keys, but I'm not sure how much it would improve. The art was functional but not ugly. It would be nice to have some indicator on the objects themselves of how much RAM they take.
These are only small nitpicks, but I really think this game is great. Good job! :smile: