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loginaut

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202251Every 10 seconds👥Robodungeonjam2.061.932.872.002.721.642.07
202148Deeper and deeper👥Stolen Timejam13813.242.833.292.683.053.16
202046Keep it alive👥Surgejam18783.203.153.133.252.983.19

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 loginaut

LD46 — Keep it alive

Genomix by Herman Chau 2020-04-21T03:42:51Z

What a fun little game! It seemed like the only problem I ran into was food, so it was pretty straightforward to get through. It did seem like some of the flavor text referred to multiple days passing though, otherwise it was a very nice and cohesive experience!

Birb Island by ursagames 2020-04-27T00:52:38Z

This was a fun take on a survival-y type of game, and it's impressive technically even without lots of gameplay! I would recommend highlighting the tile that is selected/about to be harvested? I had it happen several times where I accidentally harvested the wrong tile 2-3 times because the selection was ambiguous. Nice job!

Surge by loginaut 2020-04-25T22:50:17Z

@beelzeboss we used the free asset Mirror in the Unity asset store (https://assetstore.unity.com/packages/tools/network/mirror-129321).

The documentation was pretty sparse, but we managed to get it working good enough for the jam after the first day and a half + watching some video tutorials. I think I made a mistake by having the players driven by rigidbodies which lead to lots of small synchronization errors between the clients and server (I think this is what @scharma experienced). I also literally interpreted the "player prefab to spawn" field as the actual robot, which leads to the strange connection bug that @cole-wasserman and @maxter10001 ran into after that prefab is removed.

Lots of lessons learned :)

Surge by loginaut 2020-05-12T17:35:13Z

Thanks for the feedback @scsc, we definitely bungled our git repo after we ran into an issue early on. I always think of gamejams as a good exercise in trying new weird things under strong deadlines :)

Unfortunately we're all engineers so UX tends to sit at the bottom of our priority list. We'd been playing it over LAN during development, and I didn't really see the value in hosting an online server. The player movement is all done through rigidbody physics, so the additional latency would likely make the player control a jerky unfun mess.

It's definitely good practice to reflect on the good and the bad after a game jam, and I would definitely change the implementation of the player to fit better with my current understanding of Mirror (rather than the tank example they have provided, which imo don't give a great idea of how to architect a multiplayer game). I'll definitely check out your repo to see if it gives me any better ideas! I think if I create a post-jam version I would probably want to start from scratch knowing what I know now about multiplayer, which I suppose makes this a very good use of 72 hours.

Trail Blazer by Teo Yong Jie 2020-04-26T02:16:19Z

Nice, the controls are snappy and feel pretty good. I noticed some gaps in the background tiles, I think that may happen when you place the tiles manually in Unity instead of using the tilemap system. I also was soft-locked once I got too small on level 2 and I had to restart the game to continue.

The Hatchling by TommySays 2020-04-24T03:43:41Z

The animations and audio were very nicely done. I liked the enemy variety, although I couldn't tell what was different about them except that the robots(?) seemed to be much worse for the egg. I like the idea of spending your hours of the day on projects as the resource, but you may want to change "rest until dawn" to "rest until dusk"

Press Flail to fail by Rafael Vital 2020-04-21T04:09:16Z

It's cathartic to just flail and boost this fish around it turns out. I ran into the same situation where I just got unlimited flails by jumping into and out of the water, and I absolutely launched myself off the right side of the last level :)

Panda Smash by rumor 2020-04-21T03:58:46Z

What a hilarious game! It was pretty hard to actually move things around as I wanted, but I suppose that's all part of the challenge.

A Bard's Party (Keep it alive) by Takayamushi 2020-04-21T03:15:09Z

What a cute game! I was having some trouble figuring out when to click vs release for the directional notes, but there definitely is a rhythm to it that was more intuitive than I expected. I think it would be nice to have a little more audiovisual feedback when you hit the correct note. Especially on the first song it was hard to tell which notes I was supposed to be playing along with.

Dance Dance Unicorn of Magic! by Kagerowo 2020-04-24T19:34:43Z

This is a very fun little game. Initially I was pretty frustrated with it, because the default weapon is severely underpowered. Eventually I realized that you're supposed to carry the unicorn around and find new weapons, but I almost gave up before I got to that point! Part of this could be that the speaker icon was off the corner of my screen, so I didn't realize that I should head in that direction.

I think you could make the game a lot more dynamic if you only scored points for being in the dancing area and if the dancing area moved at faster intervals (or every time you pick up the unicorn). Right now it feels pretty static, and it seems like if you're careful you can just survive indefinitely if you grab the unicorn and run around, since you're faster than enemies.

Keep The Spirit Stone Allive by Ausstein 2020-05-09T00:20:54Z

This was tons of fun, great job with the ambience and atmosphere. I noticed the screen panning a lot after clicking UI elements, you may want to add a Not Over UI check in your camera controller code.

I like the concept but it could definitely use more balance. I found that the most cost-efficient strategy was to simply upgrade the spawn rate and attack damage of rabbits and ignore everything else. It may be a good idea (technically and gameplay wise) to limit the # of each type of entity that may spawn. That will force the player to unlock new types and will reduce the load for running so many entities.

Nice job!

The Beat Keeper by SplendidDog 2020-04-20T15:08:06Z

This is a really cute game, I think the art is awesome and the drums feel super satisfying. My initial thought is that it would be a rhythm game, and I think that would be a great direction to go in (as opposed to an endless survival type thing). It might help the game feel more thematic and less like a race to spam beats in my humble opinion.

Is anybody out there? by sansman01 2020-04-24T20:03:19Z

I thought the tweening and particle effects were very nicely done, overall the ambiance was great! The game just seemed sort of... bleak? I was waiting for some sort of payoff that never came at the end it seemed. I think that's an indicator of your game being an interesting hook, I wanted more of it and felt like it ended too soon! Nice job.

Guardian Duty by robotabc773 2020-05-09T19:58:57Z

This was a fun arcade-y game, I enjoyed it a lot. I definitely forgot what the spells did early on in the game, but most of the icons were designed in a way that I could figure it out. Perhaps greying out spells that you don't have mana for would make it easier to read at a glance what you can cast.

I also liked that the object you were protecting acts as a barrier to interrupt your movement, it definitely made the gameplay more interesting.

Farm Defense by Hexmith 2020-04-24T02:22:32Z

Nice job, especially for a first jam game, congrats on making it to the end!

The mechanics of the tower defense feel really nice, even with all of the commands being keyboard shortcuts. I think if you focus on adding some more tower/enemy variety and wave balance the nighttime phase could be a very solid TD!

The day phase of the game seems like it might be pretty disconnected from the night phase. I was a little bit confused when I didn't go back to daytime after the first phase and went back every 5 "turns" instead. I think there also needs to be some sort of connection between the corns in the nighttime and the money in the daytime, otherwise it's sort of like you're playing two separate games in parallel, which would interrupt my flow personally.

Cabral Soldado Heroico by Rustimak 2020-04-26T04:19:14Z

I never realized that I wanted a mixed Spanish-English language game before now. ¡Fue magnífico!

It took me a while to figure out what the little blue dot meant, I think it might be a good idea to make it into an arrow shape to give an idea that that's the direction to travel in :)

The graphics/look and feel were very nice. I only ran into two problems: 1) sometimes the enemies would just circle around my position and/or teleport a short distance, and 2) it was sometimes difficult to see San Martín's health when I was dragging him straight up.

Great job! I've played it several times, hopefully I'll be able to beat it soon!

Protect the Plant by smallgaier 2020-04-21T04:18:08Z

Great job finishing your first game from scratch, that's a huge achievement! I really like how the theme and mechanics are all tied together through the flower petals and recharge.

One Alive At A Time by MorandiGame 2020-04-24T02:35:56Z

This is a very cute game, I absolutely love your description of the game. The physics were a little wonky, but in a fun physics-puzzle sort of way. I had a little bit of a hard time with the camera, it sometimes made it very hard to see where an object was rolling. It might be a good idea to put the camera on a wall opposite the exit, or give it more of a birds-eye view.

It also seemed like "saving" an object should be pushing it off the edge of the map :) Sometimes it was hard to tell when I was accidentally saving myself by entering the safe zone.

Botanist Blitz by BrokenCogGames 2020-04-21T04:29:49Z

This is very nice, I especially like the the music is both chill and fast-paced simultaneously. I also love the little skulls floating in the deadly deadly water. It seems a little bit punishing that you can over-water the plans, but I suppose that's all part of the challenge.

Firelight by FlamingFox1307 2020-04-24T02:57:41Z

This is a nice little game, it strikes a good balance between having to go harvest resources and protecting your fire. I played it on a 2736 x 1824 screen, so unfortunately the left and right side of the health and wood UI were cut off for me. I am curious, was there a mechanic for the glowing flowers, or were they just aesthetic? They seemed like they wanted to be interacted with, but clicking didn't seem to do anything.

LD48 — Deeper and deeper

Diggy hole by someone 2021-04-29T02:10:28Z

This is a real neat prototype, I get some real Kenshi vibes from the characters and animations. Unfortunately I wasn't able to figure out what the square tool did, and the tools for purchase from the chest seemed to just sit on the floor. I think adding some bridges and ladders like you had planned would go a long way!

The Greed of the Dwarves by CocaPasteque 2021-04-27T22:18:24Z

I like the addition of physically placing pieces in a clicker game, it feels like it adds a bit more depth. I would've really liked it if you showed the number per click/ticks per second, I didn't really understand how quality and morale actually affect the buttons. It also seems like building forges to improve your click rate is by far the best strategy currently.

Is the second ending getting a RuntimeError.integer overflow? Or did I get the secret unintended third ending? :smile:

Space?Space!SPACE by Meta-link 2021-04-28T22:33:55Z

The look and feel of this game is absolutely great with a gamepad, you did an awesome job polishing the graphics on it. I think if you're able to add some sfx and a background track to a post-compo version you'd be 90% of the way to a high-quality finished arcade shooter. Excellent work!

Stolen Time by loginaut 2021-04-27T21:51:01Z

FYI, it's possible I uploaded a borked Mac build last night, it should be working now (I don't have mac to test on unfortunately). It turns out you shouldn't zip the .app file unity generates :laughing:

Hopefully you can get it working @teenythanos if you still want to check it out!

Dungeon Of The Darkest Depths by Maduke 2021-04-28T22:12:49Z

This is a nifty little game, you did a great job using light to show where the enemies were and give the player a hint of what to expect. I found the enemies a bit challenging to kill and just ran through for my high score of 3, I assume it won't be the highest here :)

There were three things I *really* wanted while playing this game that your design seems to be screaming for. 1) It would be great to hold left-click to charge and release to increase attack damage, 2) it would be cool if the enemies damaged each other so you could bait them, and 3) the game feels like a rhythm game's cousin. I bet you could sync the enemies attacks to an onTick() that follows a beat pattern and have a really pleasant audio system.

Minet by Justine D 2021-04-28T03:50:13Z

This was absolutely hilarious, I loved it! Breaking into the 2nd layer is maybe the best part of the game, and the use of sound effects is purrr-fect. It seems to have been developed with a controller in mind, and I had to navigate the shop menu with the keyboard when all of the other buttons worked with the mouse. You may also want to consider adding a penalty when the player misses 2-3 QTE prompts, I'm not great at them but I found that by spamming j and k I could harvest any cat that got in my way!

My only complaint is on the collider outside of the elevator, it would be awesome if the collider in the mine matched it so I can hold left to enter immediately instead of having to drop down a bit.

Gold Mountains by Likirus 2021-04-28T15:42:36Z

This is very cool! I'm very impressed with what you were able to put together. I wasn't a fan of the audio, although I loved the victory effect :smile: I ended up having to play twice after I almost lost to the AI, and then I was able to beat it pretty quickly -- AI for this kind of game can be super tricky to get right. Originally I was actually expecting to gain income by having my workers mine the other side's base and return with the gold, and it turns out that was not the case.

I think one big QOL update would be showing a second colored bar under the building's health that shows how close the next unit was to being produced. It also might be worthwhile to have a little number or star next to each building to show the upgrade level -- I discovered them by accident after I clicked on a damaged building to see if I could repair it, and I found myself just clicking on them without really thinking about or seeing their effect.

Just-one-more-tile miner by zorfmorf 2021-04-28T20:26:01Z

This is a great concept, I really enjoyed playing once I finally figured out the rules. It took me 2-3 rounds to actually figure out the rules, it might be worthwhile to change 2. to "value of hand card must be greater than or equal to cost of the field card" or something. Nice job!

LD48 - The Forest by pRoFiT 2021-04-28T04:11:17Z

From the short bit of gameplay slice you do have, I think you did a good job of setting the mood and ambience. I also like your very minimalistic interaction UI.

I actually found the game to be unbearably dark. I'm not sure if it was the WebGL build, but the only light I had was the brief circle around me from the torch. This lead to some relatively unfun gameplay where I blidnly ran around unable to see anything. It's also not necessarily realistic, there is a lot of ambient star/moonlight that you could use to make the scene navigable and pump up the spook factor.

It's got a lot of potential, I bet with a bit more time you could turn it into a pretty slick demo!

LD48 - The Forest by pRoFiT 2021-04-28T04:27:43Z

@profit I have found lighting in Unity to be an absolute nightmare at times. I ended up having to spend a bunch of time wrangling the baked lighting settings just to get ours to take < 30 minutes per scene! I've had my fair share of disappointing jams, but as long as you learned some cool stuff I think it's always worth it :)

Dream: The Temple Within by dominikscholz 2021-04-27T22:32:51Z

Oh this is absolutely lovely! You all did a great job of introducing the mechanics through level design, and the gameplay loop was super tight. The aesthetic definitely reminds me of those crossy road mobile games (in a good way), although it was harder to see the connection between the jungle/ruins environment, the cowboy, and deeper into the mind.

The only sour point was the boss fight, it seems like the challenge was just the health bar being increased and it was a bit of a slog. It would be cool if it was more interactive, like releasing waves of enemies when you do enough damage, but you can't get everything you want in a 72 hour jam :-)

Wizard Dungeon Escape 3D by Sodaro 2021-04-28T04:24:48Z

This was a very fun experience, and I really liked the puzzles. After the first crystal it was always very clear *what* I had to do, and the fun challenge was always figuring out *how* to do it.

Do you happen to be using Input.GetAxis() in your movement? If so, once upon a time I read that GetAxisRaw is better for platforming movement because it doesn't pad the frames before and after you release like GetAxis does. That might help with the floaty movement problem, or I could be way off :sweat_smile:

Turn of the Tide by Polyethyleneglykol 2021-04-28T20:56:30Z

This is a little gem of a game, and it's a very clever take on the theme! I think it would have been great if the map was a little bit tighter, the idea of driving around in civilian cars and sabotaging the enemies supply lines is fantastic. The tutorial introduction you put in is also a great way to get the gameplay across right away, and the sound effects, audio, and visuals are really great.

I found the map to be a little bit big, and I couldn't find a way to highlight/find my units by clicking on their little boxes, so I had to go manually click & drag near each town to figure out where exactly they were. I also ran into a bug where two or more guys would get into a car and only one would ever get out. Considering the amount of content that's achievable in 72 hours, it may have been a nice idea to focus on 3-4 towns in a smaller cluster and make the gameplay more tactical, rather than having a much bigger world without a whole lot going on in it.

I would also suggest uploading the file as a .zip and not a .7z so more people can play it, it's really nice! :smile:

Linguini's Adventure by Washington Irving 2021-04-28T00:16:02Z

Neat game! It was pretty engaging, although I am generally terrible at platforming. I thought the environment and ambience were great, but I found the combat to be pretty lacking. It also seems like the spiders would stop tracking me if I was moving quickly, so it was pretty easy to just run past the enemies if there were too many.

Crypt Raider by chulini 2021-04-27T23:08:04Z

First of all, the gifs you all made look great. IMO they might actually look a little bit better than the game itself, and that may be because they have a little bit of pixelation that adds to the old school graphics vibe you guys have with the skeletons. The torch takes up a lot of space on the screen the whole time, and I personally think it could use a little bit more detail. :)

I really enjoyed the first two levels, and the idea that you have to dive down into the crypts and escape was cool. I had a much harder time later on, I essentially had to search all of level 3 to find the right fake wall to break down, and I ended up sitting around on 4 because I couldn't find the staircase to go up until I got the skeletons to path up it. I finally gave up when I got to 5.

The game seems to combine "exhaustively search the level in the dark" and "high-stakes combat" in a way that starts as high-tension, but I found that it gets stale very quickly. I think I would enjoy the game a lot more if you either focused on combat and gave more clues (lighting, colors, layout) to the exit OR if you focused more on the movement puzzles and didn't have the skeletons revive. I just didn't enjoy the loop of attack a fake wall, turn around to bash down 4 skeletons, repeat.

Deeper and deeper by Adam Jewell 2021-04-27T22:06:35Z

This is a cute little dungeon crawler, nice job! I did run into an issue where the enemy would be occluded behind the wall and bump into me :'(

I think having a directional attack would do a lot of good, otherwise the game seems to be more about obstacle-dodging than fighting. You may also want to consider uploading a .zip instead of a .7z if you want more people to play it!

Dungeon digger by superkoekje 2021-04-28T22:24:10Z

Nice job! The underwater effect is quite cool, and I really enjoyed that I could dig under the merchant to bring him with me -- even though he took so many of my diamonds :(

I think it would help a lot for you to add the controls to your description on the ldjam or itch pages. I had no idea that ladders existed until I came back here and saw the other comments.

Asterisk by Crychair 2021-04-28T03:15:56Z

The voice acting absolutely made this game for me! Unfortunately when I downloaded the windows build I was stuck with a teeny-tiny window that I couldn't change on my 2017 surface, so I opted for the web build.

From the "don't give up" flavor text I was hoping for some kind of easter egg if I dug down far enough, but all I did was make profit for the corporation! It was actually very easy to dig straight down and just move left/right a little when I hit a landmine or wall, and I ended up getting a super high score. I would hazard a guess that your goodies might be uniformly distributed, and so digging the optimal strategy is to just blindly harvest as many blocks as possible. Since down is the fastest way to travel, it would yield the highest expected score. You might be able to work around this by having them spawn in clumps/veins instead that need to be explored with the sonar.

Great work! :smile:

My name ? by nyanpierre 2021-04-28T16:16:24Z

This was a fun little puzzle game, it was really satisfying to solve most of them and you gave great hints! My only gripe is the morse code bit, I found it really hard to differentiate the short and long beeps and had to go to the walkthrough -- perhaps if the lights flashed at the same time that the noise was played it would make the letters more clear.

Fly Away by PSV Games Studio 2021-04-28T05:05:14Z

This is a really clever game, I enjoyed it. I feel like you could be more forgiving with the collisions though, there were several times where I got a game over when there was clearly space between the character and wall -- I assume the collider is staying fixed and colliding while the character is animating? I was also expecting to control the acceleration, not the velocity, so it took a little bit of getting used to. Nice job overall!

Pond-zi Scheme by Fatebreak 2021-04-28T22:46:48Z

The loan shark's voice absolutely killed me :laughing:. I agree with the idea that it's hard to concentrate on the maze and the debt/cash and shark meter at the same time, and each game I played the meter would inevitably run out and I'd lose.

You did a great job of capturing the feeling of drowning in debt, although I may have had a better time if the shark scooped up $X from my cash instead of ending the game when the timer ran out. I found the maze/debt mechanic stood on their own as compelling gameplay!

Little Boy Commits WarCrimes Against Nature by Yahay 2021-04-28T15:26:59Z

I really like the mechanic, and you all did a great job of wrapping it up in a cute little game! I appreciate the kid kickball aesthetic you've got going on. I found the controls to be a little floaty for my taste personally, it was a bit hard to hit the bombs up in the air when I would bounce off them. I also ran into an issue on the red(?) level where you spawned in the upper right, the jump height is so high that I accidentally jumped out of the level a couple times and had to restart :sweat_smile:

Very nice game!

LD51 — Every 10 seconds

You've Got Mail! by macs 2022-10-06T04:33:20Z

I always like these short fast-paced minigames, and I think having an inbox of then fill up is a really nice touch. Having an inbox limit for all of the games added a lot of tension, and it was a nice (short) break whenever I got 2-3 spam emails I could just click through to clean the inbox out.