FoonLudum Dare ExplorerUsers → Liquidcrafty

Liquidcrafty

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202354Limited Space👥Congestion Crusadersjam3283.813.733.663.633.503.383.64

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by Liquidcrafty

LD54 — Limited Space

No Gloop, No Glory by Prakkus 2023-10-14T00:50:08Z

Fun and chill game. All the mechanics felt smooth and great to play with. I liked the touch of slurp being able to scale damage based on how large a blob you pulled to the hero. It made for a cool dash and slurp combo when you get to the larger side. I see most people touched on the spawning close to the enemy at the beginning which is a fair assessment I think. As for improvements that could be made, I think I took damage from the flame towers when they weren't active. Also it would be nice to see a few more abilities from the hero other than following you and dash.

Floppy Intelligence by Ganny 2023-10-14T01:36:11Z

This was a novel concept, it was fun to play. Very memory game-esk and scratched the good parts of my logic brain. The only part that seems like it could have had a drastic effect to how fluid the gameplay would have been is if (space) was used instead of the (enter) key to play the diskettes. It took me out of the flow when I had to move my hand from my mouse and locate the enter key every time I went to run a diskette, the arrow keys kinda did this too, but felt more natural since you weren't slapping each diskette in one after the other in quick succession. Other than that, banger puzzle game!

Space, Ltd. by Madbarron 2023-10-14T01:14:40Z

Fun game, easy to vibe to. I found my self in a zen state trying to get everything to fit just perfect. Although I did have a little bit of trouble knowing what I could place on other things, and ultimately restarted a run where I only had the bed left to unpack because of an interaction I didn't know about and thought I was soft locked. I figured it out the next time around and completed the look. I would have liked to see a rotation control, because everything faces the same way at the end of the game and it is hard to see behind some of the larger objects when they are filled.

Too Maneon Loots by lastuck 2023-10-02T23:08:21Z

Awesome game, the concept was done super well. The look and feel was good, just hard to react in the beginning to even tell if you using a good item or not. But mechanics execution was done super well.

Hoverspace by DeltaMain 2023-10-14T18:33:50Z

This game was exciting, definitely the game I played for the longest so far, with just sheer, "how can I get further". With that said I was able to reach wave 20. The enemies were well thought out and I enjoyed all of the mechanics, minus boost (I might not be dexterous enough to effectively use it) and armor (already pointed out). The art, audio, controls, and shop system are all pretty top notch for 72 hours of development.

With that said, a couple points of feedback. The currency didn't always visually pickup, loved the sound it made though. This was a small bug and didn't really get in the way of gameplay. From a balancing perspective, after wave 12-ish the scaling of everything costing more in the shop mixed with the oppressive amount of arena shrinkage gets to the point where you are forced into repairing and increasing arena size to progress, without even looking at potential other upgrades. Not that it fully matters if you get a lucky start, you can one shot all enemies for the rest of the game if you get enough damage ups early on. Scaling enemy strength/health rather than just number spawned on later levels could be an interesting avenue. I would like to see armor implemented in an impactful way so that you can scale the cost of repairing based on how much armor you have, and have it so that repairing doesn't arbitrarily jump in cost every few waves like the upgrades and room space. Then it would be possible to weigh forgoing health for that juicy upgrade. In addition it felt like the currency gain curve fell off with the exponential style growth of room size cost doubling and also shrinking by a larger factor every round.

In all, these are my opinions, slightly nit-picky because this game already feels so polished and I enjoyed playing it a great deal.

AMAZING game for the Jam. I had a lot of fun and would be stoked to play an updated version!

Debugged by Back2Zero 2023-10-14T17:38:58Z

Understood that the game plays best on 1080 monitors, I played with 4k and it was manageable, just slightly small and contained to the upper left quadrant of my screen. I like that it was a maze and had interesting window mechanics. Definitely a cool concept for a game. As for feedback, my only concern was the volume, and how jarring it could be when you aggro enemies through walls and can have multiple enemies indefinitely shooting at you creating a cacophony of sounds playing at the same time. Honestly I kind of enjoyed the aesthetic of the crosshair wandering when the player moves. It makes it feel like there is a higher skill cap if you wanted to improve at the game.

100 MB by Null1233 2023-10-14T18:47:52Z

Chill but hectic game. I worked hard to get all my files out. I fell like there was no notification that the day was over. However I also think I got some file incorrect by changing "A full {X}" to "An empty {X}". Grammatically correct, but direct comparison wrong. I do think having more clients would be fun having to balance what file had what change. Hope you do get the chance to expand and implement the ideas you thought of. Good Game.

Rodent Rolling Rampage by Kilominior 2023-10-08T06:52:41Z

Fun game and cool concept for sure. The art and interactions were also interesting and fun. It took a minute to get the controls down, but after a bit the interaction is understandable and novel. Also landing a big bounce on level three is super fun and challenging. As for feedback, I ended up getting stuck in the ceiling on the second level when pushed up by a platform and that kinda ended my run. Also had a difficult time staying in some of the generators and getting out of some of the other ones, the traction beam effect used to pull you in to them is nice to get the initial connection. But the interaction seemed much stronger when on the left of the generator than the right side. Lastly, a feature that would be some nice quality of life would be an indicator to let you know how much charge the generator has, if it is implemented I could just be completely oblivious. Overall awesome game though!

Iceolation by CaptainPMM 2023-10-02T22:56:11Z

Big fan! Simple to understand, on theme, and I could see myself getting lost in floating down the river for a while. The block snapping is satisfying and the movement mechanics are really cool. My only feedback would be to implement a way to tell where the center of the ice is so that you can know when going to a spot you know which way you are going to steer, but maybe that is part of the charm.