FoonLudum Dare ExplorerUsers → llamaq

llamaq

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHu
201842Running out of spaceFlathatesjam9293.072.583.413.723.162.86
201739Running out of PowerThis Is Not A Drill!jam7462.842.633.153.572.892.052.33

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

Comments by llamaq

LD39 — Running out of Power

LAMBDA-DASH by Flatgub 2017-08-03T10:50:26Z

This seems really, really cool and like something that's right up my alley, but it's a bit too hard. Even after a bunch of restarts, I was only able to get past the first big group of enemies once. Toning them down in number or increasing the time it takes for them to charge just a bit would be good. I think starting off with no systems enabled and having to go through and repair them two or three at a time is a great way to introduce the player to the mechanics. An option to skip it would be nice, though. Between restarting after dying and restarting because I accidentally pressed the start button instead of Y, I probably went through that section about a dozen times. Followed you on Itch because I'm interested at what you might put out in the future.

Drainor by RainbowKappaGames 2017-08-01T11:48:59Z

Great submission! Great style and really fun. I love the little touches on the movement like the small amount of acceleration when you first start moving and how you move faster when not firing.

There's a few small issues, though. First one is that you move faster diagonally than cardinally. Probably just need to normalize a vector.

There doesn't seem to be any real reason to stop firing (unless you have nothing to fire at). If you moved slower than some of the enemies when firing and faster than them when not firing, I think that would give you a reason to not fire.

Aiming can be a little awkward when enemies close in on you. I think this is because the robot's front aims at the mouse instead of the gun aiming at it.

There's some blockiness on some of the graphics, and I can't tell if it's intentional or not. The walls are smooth, the projectiles look pretty smooth while moving, but the player and especially the rats look like they should be smoother.

Last couple of things are super small. It wasn't immediately obvious that you can hold down the left mouse button to fire automatically. That's probably common sense to more genre savvy players.

Why is the shield key on V? Q, E, and F would all be easier to reach, and they don't seem to serve any other function. At least there's the option of using the right mouse button.

Again, this was really great.

LDJAM39: Power Brawler League by Andreu 2017-08-04T09:37:56Z

Really fun, even against the AI. Will definitely bring this up the next time I have some buddies over for couch multiplayer. Like the others have said, it could use some minor tweaks to moving and shooting. Do you guys have a place where I can follow future updates?

This Is Not A Drill! by llamaq 2017-08-01T10:57:22Z

@rockhoppergames Whoops! I disabled the spawners while testing and forgot to re-enable them before building.:face_palm: I've added a new version with them re-enabled.

There are a couple small animations related to the enemies, but of course they won't play if they never spawn. You're right that I could have added more; even just some twinkling stars would probably have helped a lot.

LD42 — Running out of space

Lancaster Electronics Ltd. by Flatgub 2018-08-25T09:24:23Z

I really like the "cheering" from the computer at the end of each puzzle.

Controls are little strange. It seems like you mostly one one hand on the mouse and the other on the arrow keys, but then the tool selection lets you use numbers all the way on the other side of the keyboard.

Some of the modules work with the arrows or wheel, but some only work with the arrows. It would be nice to be able to control the speed through the keyboard. I think both of these could be improved by making the right mouse act the same as the right arrow key, so you can scroll with all modules and use RMB to do things like toggle IO streams. Then you could use 1-5 or Q-T to control speed. If the player only has one button or only has a trackpad to scroll, they can still use the mouse pointer and arrows.

Especially given the theme and that most puzzles will be quite cramped, it would be really useful to be able to move modules around instead of needing to delete and recreate them, even if you needed to force all connections to break to avoid overlaps.

Overall, great proof of concept. Easily spent more time with this than any other game this LD. You definitely start feeling pressed for space by level 4! https://cdn.discordapp.com/attachments/186656994713665536/482839270151946240/unknown.png

Hexboard by foepje12 2018-09-02T23:02:11Z

Fun little game! Like pomb said, level 1 and 2 were really easy, but level 3 was tricky. Eventually I figured out you could sacrifice archers to bait the cavalry into range. If more levels were added, I think level 3 would be a pretty good introduction for that idea.

Biggest issue is the lack of feedback. A simple damage/health number would help a lot. Also, the opponent getting extra turns when switching between units within 2 tiles of each other. I think that's a bug in the interaction handler.

City Gardener by PacoChan 2018-09-03T04:52:55Z

First time score: 800

High score: 1800

Fun! It wasn't obvious to me at first that you could walk away immediately after watering a plant. I mistook the growth progress bar as an action progress bar. Maybe a short animation could have helped with that. The controls took a little getting used to. Felt bit more natural after I realized that I could use the arrow keys instead of WASD, and primarily use my left hand for strafing. Obviously keyboard only first person games aren't very common anymore, but I think there's two ways to make it a little more natural. 1: Keep the movement on one hand (WASD or arrows), and put the rotation on the other (arrows or QR). 2: Adopt what some top down games use, movement on WASD, rotate on QE. For this game, I think the first way would be better, since then the controls wouldn't be so clustered on one hand.