Foon → Ludum Dare Explorer → Users → LoneStranger
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2009 | 15 | Caverns | LoneStranger's Caverns | compo | Community | 4.59 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Cl | Fo | Gp | Cs | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 35 | Shapeshift | LoneStranger's ShapeShifter | compo | 712 | 2.91 | 2.88 | 2.84 | 3.34 | 2.68 | 2.39 | 2.48 | 47 | ||||||||||
| 2015 | 34 | Two Button Controls / Growing | Supreme Collider | compo | 854 | 2.73 | 2.62 | 2.19 | 3.73 | 2.08 | 2.20 | 1.74 | 2.39 | 45 | |||||||||
| 2015 | 32 | An Unconventional Weapon | World War piZZa | compo | 401 | 3.33 | 2.80 | 3.93 | 4.33 | 2.69 | 24 | ||||||||||||
| 2014 | 31 | Entire Game on One Screen | You're Blocking The Screen! | compo | 560 | 3.19 | 3.19 | 3.50 | 3.88 | 2.63 | 2.69 | 3.75 | 20 | ||||||||||
| 2013 | 28 | You Only Get One | LoneStranger's YOH1B | jam | 451 | 2.59 | 2.69 | 2.31 | 2.45 | 1.88 | 2.16 | 1.81 | 2.04 | 46 | |||||||||
| 2013 | 27 | 10 Seconds | Lone Stranger's PULSE | compo | 1022 | 2.52 | 2.30 | 3.15 | 3.15 | 1.84 | 2.42 | 2.47 | 33 | ||||||||||
| 2013 | 26 | Minimalism | LoneStranger's Drag | jam | 240 | 3.23 | 3.17 | 3.33 | 4.37 | 2.93 | 3.07 | 3.14 | 52 | ||||||||||
| 2012 | 25 | You are the Villain | LS-MAN | jam | 176 | 2.96 | 2.54 | 2.71 | 3.71 | 2.87 | 3.09 | 3.04 | 2.65 | 41 | |||||||||
| 2012 | 24 | Evolution | Those Stupid Aliens | jam | 179 | 2.78 | 2.74 | 2.35 | 2.65 | 2.65 | 2.45 | 1.93 | 2.37 | 46 | |||||||||
| 2009 | 16 | Exploration | LoneStranger's Explore | compo | 111 | 2.14 | 2.15 | 2.29 | 3.62 | 2.14 | 1.67 | 3.93 | 4 | ||||||||||
| 2009 | 15 | Caverns | LoneStranger's Caverns | compo | 64 | 3.04 | 3.42 | 2.62 | 3.00 | 2.81 | 2.04 | 2.00 | 4.59 | 10 | |||||||||
| 2009 | 14 | Advancing Wall of Doom | SuperShred | compo | 62 | 3.20 | 3.13 | 2.64 | 3.60 | 3.00 | 2.50 | 2.43 | 3.47 | 2.92 | 3.63 | ||||||||
| 2008 | 12 | The Tower | Tower | compo | 38 | 2.71 | 2.57 | 2.33 | 3.71 | 2.95 | 3.13 | 2.73 | 2.38 | 2.53 | 3.88 | 4.00 | |||||||
| 2008 | 11 | Minimalist | (T+48:48) Final Entry: BlockOut v0.LD48_11 | compo | 56 | 2.53 | 2.06 | 3.50 | 2.94 | 2.71 | 2.38 | 2.50 | 3.47 | 2.69 | |||||||||
| 2003 | 3 | Preparation | Title Unknown | compo | |||||||||||||||||||
| 2002 | 2 | Construction/Destruction | SoaringSheep final entry | compo | 26 | 3.13 | 2.88 | 3.22 | 2.78 | 3.00 | 2.44 | 3.50 | 3.11 | 4.00 |
I thought the idea was good, but the controls were a little difficult to get, especially when the camera changes, but the mouse cursor doesn't. I like the idea though, especially how the trees end up as casualties of the battles.
Nice little fun game. Very polished, and good graphical style.
Nice little toy. Calming. It would be interesting if there were different evolutionary trees so you could keep playing around and discover something new just by doing different things. I like the music and the gesture interface. It was a little tough doing the elevation precisely, but it wasn't that bad.
I like it. Very well done, and nicely polished. Add some sort of natural end-point so you can change up the level, and the replay value would go up a lot.
P.S. 137700
Listen to your parents, go to school, get an education. You will be a crappy developer with very few ideas if you aren't exposed to new things in college or university. You're young and you have plenty of time to be a game developer later. You never know, you might be exposed to something else that interests you as much as games do. Perhaps you can even combine the two interests. Nothing is stopping you from doing it in your spare time, but school should be your focus. You'd be surprised how often those things you learned come back in real life when you've got kids and a house and a job. But hey, I've only been programming for the past 27 of my 34 years, so what do I know, right?
I get the same errors regarding 'Pan' as the others. I'm on Windows 7, and I ran it from the command line with Java 1.7.0_05 64-bit. What Java version did you compile with?
Interesting to play with for a few minutes, but it's missing something to make it fun. Perhaps another CA ruleset might be more interesting, but as you noted, multiple colors makes it a little harder to balance. Giving each color a different rule might be fun. Not sure how you turn this into a game? Slow it down and let the player introduce patterns? Anyway, I think it's a great starting point for CA experimentation.
Like the art style, and the flow of the game. It feels like a shooter. The music fits; fast paced and fun. Not sure I understood the evolution aspect, the only thing I saw change was the colors. It did freeze up on me twice, maybe that's the endgame? ;) Overall, I'd say the concept is good and you'd only need to add different creatures and some sort of level progression.
@QualityAssurance - The idea is that the ones who don't fire at the ship are less likely to end up in the next wave. By the time you get the hang of what to do, "Those Stupid Aliens" will evolve and become not so stupid.
Hey pentaphobe and marudziik, what version of Flash are you using? What exactly do you see on the page? I do have a sitelock built into it, so you would have to play it from the website.
@marudziik - Thanks. I'm using Flash 11.3.300.265 in Firefox 15.0. I'll update Flash and check it out again.
I installed 11.4.402.265 and it still works for me, so I'm not sure what is going on.
Have to balance between moving and shooting. A little over 15 was my max. Interested to know what your mutations would have been like, and if it would have been possible to last very much longer.
I got up to 15th Gen before I got bored with doing the same levels over again. I get the idea behind it, but there has to be a way to make it less repetitive. It's very much a trial and error thing, which gets old, especially with having to traverse all the way back up to try again.
I like it. Add some antagonists, maybe limit the asteroids, and you've got yourself a multi-level game. The control is easy to pick up. Not much in the way of evolution, but in the end it probably pointed you in the right direction for this.
I thought this was one of the better games I've played. The controls are a hurdle for me. Not sure if I could eventually get the hang of it, or if another method of shooting would be easier to deal with. I like the idea of choosing your upgrades as a sort of reward for conquering a type of enemy, and the fact that they were not permanent.
Thought it was an interesting game. The UI was a little weird, and I thought it made for too much movement and mouse clicks when deleting and upgrading towers. Would have preferred to just build on top of the existing to cut out the cancel/click on tower/sell. Not knowing how the tower options would evolve was neat, but it sucked when I accidentally deleted the best one I had at the time since I wouldn't get it back. I thought the tower graphics was interesting. I played it a couple times before trying again and reaching 6443. At that point, I had grown tired of the tower upgrade routine so I stopped evolving new towers.
I like the detail on the ships, nice job.
There is something missing from the game... some kind of mechanic involving the creatures. Maybe a sentry mode? I don't know, but I think you're close to something real good.
I couldn't sit there and wait it out. Not being able to build unless you're in the positive really ruins it, I think. If you don't do things right from the beginning you have practically zero chance to correct yourself, and that isn't good with a game that expects you to stick around for "100 years." I would add some kind of credit system that allows you to spend, but perhaps charges you more interest the longer you go without paying. That way you can at least get yourself out of trouble and making money by building. Other than that, I loved the music and the interface wasn't too bad once I figured it out. I would also move the "clock" the main screen to give the player more of a feeling that time is moving along.
I thought it was pretty neat for the first couple minutes. I think with some sort of increased drop rate and an eventual overrunning of the screen with bunnies as a stress increaser and you've got yourself a game.
Other than that, I think it's pretty complete as far as visuals and sound are concerned. Good job.
Moon physics drove me crazy on the back-and-forth screen, but overall not too bad. The text on each screen disappeared before I had a chance to read it if I happened to pay too much attention to my guy at the start of the screen. I did like that you taught me how to play by giving me seemingly "unsolvable" puzzles. I knew there had to be a solution so I started to think of the non-obvious solutions first.
I liked the graphics of the attackers. Would have been cool to have weapon upgrades or minions to send out, but I think it is pretty obvious that you'll eventually be overrun.
I think this is a neat twist on the tower defense type games. Controls were a little bit of a pain. I would prefer to be able to use the mouse for at least moving the cursor around. The countdown was also annoying. Once I had placed all the towers I could afford, I had to sit around and wait. A 'send wave now' button would be good. I think just having the "boss" in the level makes it kind of bare. Perhaps collecting gold off of some of the heroes who visit and having to store (and defend) it somewhere in the level would make more use of the map. Make it give you some kind of bonus. Flush out a few more anti-hero things and you've got something special.
Frantic clicking was distracting, an auto-fire would remove that. I also had a huge urge to move the ship around with my left hand while firing with the right. My mind felt like I had to dodge the bullets coming my way. :)
My biggest complaint was that it was difficult to place things like guard towers because the collision boxes for the items extended past their graphic. Otherwise, I get the idea behind it and I think it's neat.
Love it. I put my castle in the corner so it was hard to defend the special locations (it was also hard to see some of them, maybe they need a better indicator that they are appearing?) I think the concept of creating minions is kind of pointless as long as there is nothing else to spend money on, so having to hit E got in the way. I agree with some of the other comments--A better way to feed the data to the player would reduce the 'overhead' of playing and increase the enjoyability. I believe you have a fairly solid foundation and would be interested in seeing any future updates.
At one point when I had fire, I found I was unable to move at all. The game kept going and a jumpy dude eventually killed me, but I couldn't do anything. Up until that point though, I thought it was entertaining, destroying everything.
I think this is a neat game. The only real issue I have is that once one zombie reaches a noise, the noise goes away and the rest of the zombies stop. That made it difficult to group up zombies to make an attach. Perhaps instead of immediately removing it, have it persist until it's normal end-of-life, or increase the countdown, but at least give other zombies a chance to move closer before stopping. That said, I enjoyed playing through the levels and maybe with a couple other events in the world (traps, other creatures to turn) you could build a variety of puzzlish problems to solve.
I had no idea what I was supposed to do. Dodge players? Once I got caught, it seemed that I was stuck.
Great job. Blows my anti-Pacman out of the water.
When they die I has a sad.
It's not much of anything.
Very well done. Complete game that fits the theme.
Worked on my Win7. Made it to yellow level before the wife called me into the other room. Pause would have been helpful. :) The people having problems getting it to run might be on an older version of Java? I am using Java 7. Other than not really being minimal, it was a neat 'runner.'
I thought this was great. A variation on the key/door puzzle game but I loved how it was changed up nearly every level. The same basic level design was good too, allowing you to learn the level while it slowly changed to enable or disable certain paths. I could see more basic level designs, each with ten levels that progress through the game. Well done.
Fits the theme, but it needs more content. I think you should explore the hidden walls idea some more.
Interesting concept. Music added much to the feeling and helped build to the climax. It seemed like it was missing some middle parts, after the introduction of the squares. Possibly some more tension before the end just to give the ending more meaning.
It isn't really minimal, but it's a good idea. I agree with others, the colors not meaning anything threw me off. It seems pretty well polished.
I love this. You have to think in three phases of existence and the 'flood fill' aspect makes you have to think ahead to make sure you don't block something off. I think this is great.
Interesting, but gets kind of monotonous. The speed of the atom needs to ramp up a little faster. Perhaps other behaviors other than bouncing would also make it more interesting.
Not a fan of having to move to stay on a moving platform, and the diagonal movement is kinda hard on keyboard, but it's an interesting idea and fits the theme very well.
Not a game, more of an experience. Hard to rate anything with it.
Liked the idea, but the controls are not very intuitive. I had to read comments here to realized that I had to click the desired object. I do like the idea of calling down the blocks, but if they aren't placed right you can't do anything except reset.
I found the jumping too awkward, and the movement too slow. Made it frustrating to make any progress.
Neat platformer. Noticed the guy's graphics evolved as it went along. Other than maybe one level, the colors didn't seem to matter much.
Love it. Very interesting, and very challenging.
Very difficult for me, since FPS aren't really my bag. I initially kept thinking I needed 3D goggles with the visuals, but I got used to it.
I think it's an excellent idea. Simple controls, easy to learn. Could have used a little more lead-time on the coins I'm supposed to get, but overall, Good job!
Very well done! I got it as far down as 10.8 before it started to go back up. I think I needed a better layout pattern. :)
Perfect. I love the idea. It's a unique mechanic. Love the graphic style. Had a few bugs, but they're forgivable.
I eventually got to a level where the key was behind the lock, but overall I think it was entertaining.
Fun little typer. My only beef was that I was looking at the letters and I missed what level I was on when I finally succumbed to the bomb. You definitely have the hardest characters to type set to appear more often. :) Music was perfect, sfx a little off, but not a problem.
Very interesting. I imagine it would be better on a touch device where you have more precise control over the cutter, but a mouse was adequate to show it off.
Like the idea; understand it wasn't balanced. I kept wanting to click while the guy was in the air. Not sure if that was the intention for any of the solutions, but it sometimes worked.
Great interpretation. The movement was a little weird for me. Not sure if I would have liked left/right/forward better than n/s/e/w. Love the guitar background.
Interesting idea. I think it needs one more dimension, perhaps a little bit of movement, either forward and backward or up and down. Something else to use to juke and fake out the opponent. Great music.
@wdebowicz: Randomness is nice, since I didn't have to design the entire alleyway.
@kumoi: Yes, I was wondering how long it would take someone to notice that. It was my 'cheat mode' to get down to the end quickly and test things. Not intended to be used, but left in intentionally. :)
@yosh: Yes, I am not a modeler so all I have is the primitive shapes. It would be much better with actual models.
@Joror, @JaymeeMak, @yosh: Yes, jumping could use more feedback. I think it jumps too high, and I'm not 100% sold on the angle. I tried changing the camera to orthographic too, but it didn't seem right.
Nice entry. I like the idea.
Very humorous.
Great little game. Simple idea, but it works well. From this, I think you could build something more complex and have a well rounded game with multiple levels.
Very interesting one-bullet game. I like that it requires some sneaking around.
Hilarious!
Holy crap, this game is great. At first I was like, ok, neat twist on the theme, but then I realized you twisted the twist! You win the ludums.
Hard to find people, or I was just not good at it. Could have used a little linear progression at the start before opening up the whole office. Cute and interesting.
Loved the look of the game. Not being able to attack diagonally was frustrating. Like how you can change how you play based on who you rescue.
Depressing, but interestingly done.
Very well done. Simple and interesting, wish it was longer. Would be neat if there were other levels, other patterns to follow.
You only have one bullet, but they get a million! I found it very difficult to last more than a few seconds. They spray like crazy when they see you. With a ramp-up for difficulty and a different interpretation of One Bullet (maybe one at a time?) you might have something. I like the bouncing bullet, and maybe there is some kind of puzzle element you could add with regards to that.
I would have liked to have the arrow keys for shooting. Using the ASDW and IJKL made me feel like my wrists were in the wrong position. There was a little too much animation for my liking. The things on the screen ended up looking like blinking Xmas lights rather than anything specific. I wonder if white on black background would be better? I think it's a good basis of a solid roguelike engine.
Very well done. I liked the strategy and the smooth gameplay. The art also felt right for this type of game.
I thought it was very well done. I'm not very good at these games, and I am glad that it didn't just repeat the same sequence from the beginning or I would have been bored pretty quick. Music was fun too.
Hugs!
@TheScopelessOne - There should be an option right below the Start button that takes you to the page with the specialties.
I kept wanting to fire diagonally, but other than that, the controls didn't seem too bad. You only had one level, but it seems like you had a solid base to work from. I could imagine an action-puzzler type game coming out of this.
I wasn't sure what do to, except wander. It didn't really keep my attention after the fourth or fifth time dying. I was beginning to feel that all the people who talk to you are only there to delay you.
Interesting concept. You have to think on two different levels. Not sure I could train my brain to think properly, but maybe it's related to the controls? I'm used to moving with my left, and doing actions with my right, and this is opposite of that. Regardless, it's a neat idea and I could see it being a good action-puzzler.
Neat idea. Seems like it was playing in slow mo, with the character's movement and everything else. I was able to patiently go through and eliminate everyone. I think more variety with the enemies and wall bounce physics and you'd be onto something.
First level was impossible for me. I don't know if I'm missing something or what. I love the idea though. I think this, with some more twists on the idea, could make for a good puzzle game. Great job.
Nice idea for the two button controls. The left/right movement felt odd for a paddling boat. I would have expected less left/right movement at the time of button press, but I understand in an arcade game you sacrifice realness for fun.
If it crashes and burns for you, please leave a comment and do not rate. I will try to fix any deal-breaker problems.
Interesting progression. Could have used maybe a twist to the two-button open door thing. Took me a bit to get used to the jumping, but once I got it, it was easy to get around.
Well done. I liked the twist where the level grew. Loved the music. Has a Gauntlet feeling. Solid entry.
Well, I say there and stared at the screen for a while, and clicked a few buttons, but I was unable to make any money. It's reminiscent of a stock market game I played eons ago, and it could be more fun if I had more info about what I bought and how much I bought it for. I couldn't remember if I was going to make a profit or if I should hang onto it a little longer. I think there is something here. If not a stock market game, at least the underpinnings of some kind of economic backend to a strategy or RPG game.
Fun, interesting game. The back-and-forth turn thing was a bit distracting, however I do like it as an idea, so maybe it just needs tweaking. Maybe instead of a pause, it just slows for a few seconds? That way the game doesn't halt, but there is still time for a reaction. Anyway, it's an interesting thing to ponder. Good job!
Fun game. Well done. Loved the music and the sprites. Pointer controls made it a little difficult with the sides. Some of those bigger fish swam at me faster than I could get my bearings on a new level.
Interesting twist on the Command game with the two laser types. I was in no way good enough to get through Easy, but I can see the potential with a little more lead time or some other balancing between charge time/enemy toughness.
Hard to control. Liked the graphic style and the music.
Interesting twist on two-button theme. It certainly takes some brain power to watch both sides and remember to press both buttons to move them.
Neat idea; good use of two button controls and growing. The slowdown when growing larger was distracting, and if you miss, the downtime between rotating back can get boring.
Interesting concept. I could have used more obvious and immediate feedback from my choices. I couldn't quite tell which combinations to use and when. If you were to turn this into a full game, I would give people healthy crops first so they can learn how to keep them healthy, and then start throwing in obstacles that force them to figure out how to recover. Good job.
I beat the first couple levels without actually knowing what was going on. It wasn't until the third level that I saw the tiny ant on the screen. I initially was thinking that the controls (essentially scrolling through the list) were a detriment, but I realized that's what made it challenging, in a good way. Good polish. Well done.
Very well made. Feels and sounds a lot like a classic arcade game. Only thing I would think is a drawback is the collision with the blocks. It felt too "sticky" to me, and I think they should slide a bit more along them so I felt like I still had some control even though they were slowed down. Great job.
Interesting idea for the two button controls. Level probably needs to be built to teach the tricks before penalizing the player for not knowing them. Restarting from the top can get tedious in that regard. Good job.
I like the use of two buttons, changing it up as you progress. It would be fun to see more levels and more combinations.
Interesting 'reversal' where the sun keeps the speed instead of growing the plant. I was so focused on playing the game, I never got to see my final score, but you already know it needs a reminder for it. Good job on your first game.
Very interesting mechanic, like a 2D Rubic's cube. With a proper escalation of difficulty and a chunk of puzzles, I think you've got yourself something to market.
Love the art/sfx style. Controls were a little odd, but not too bad. I probably would have liked a view a little higher up for more visibility.
Felt like I was reading a story instead of playing a game. I don't feel like I had any effect on it, since it didn't take much thought on my part.
Cool idea. Reminds me of some games I used to play in the early 90's. Controls felt off somewhat, but some of that might be attributed to the tile collision.
Love the characters and the animations.
Loose adaption of the theme, but a fun reminder of some classic early 90's computer platformers. Music fits the game. Traps need some fine-tuning, but were interesting.
Weird way to control the shape, but interesting. Not sure it works exactly as it is, but trying out some twists to it might yield something better. Not sure I understood what the deal was with the changing shape.
I couldn't get past the first green platform, as I fell through every time a few seconds after I hopped on it. We had very similar ideas for implementing the theme, which is amusing. I like your idea of using traditional platformer mechanics as the learned abilities. I'll come back later in case you fix the platform issue.
My first impression was that it was difficult to locate the shape vs the target without a couple seconds delay. It became easier as I went on and eventually I sort of zoned out somewhat while playing. It still might be a good idea to change the shape or target indicators so that they can be differentiated more quickly. Perhaps the target's 'hay over here' display is slower, or a different shade lighter or darker of the color.
Anyway, I enjoyed the game I thought it looked very well polished visually. Music is great, and has a sense of progression. Good work!
I very much disliked the train automatically going. It seems that you can get into an unsolvable state very quickly because you can no longer move that piece. The first board was very tight, with two immovable squares so it was no fun.
The guy in the corner is fun, but since he doesn't talk after you click reset, the countdown for the train to move completes sooner and it becomes too frustrating. I like the idea, but I wish I had more control over when the train started.
Nice throwback graphics.
I gathered the orbs then wandered aimlessly until I came across a tail. Then didn't find anything over the next four or five minutes. I guess I was supposed to collect more things, but there wasn't anything else out there. Love the music and the orb tones. Not sure what else there was to do in it.
Controls didn't seem quite right for the type of split-second decisions needed to be made with the platform changes. I like the idea, but it was fairly frustrating trying to figure out the first part on the left.
Fun and interesting game. Reminded me of making ExciteBike levels, and how certain shapes either did or did not go well back-to-back. It was satisfying to see the cat take a hill well and launch himself into the air. Good job.
It's an interesting twist on an old favorite when I was a kid. I didn't get to experience any multi-player aspect, but add some other objects to space that can be used against others and it might have more replayability.
Excellent game. I was immediately impressed with the simple mechanic that expanded in interesting ways. I think you're onto something here, and with more levels and more manageable difficulty climb, have something to market.
Interesting concept. I enjoyed the colors, shapes and textures of the clouds you made.
Very well done. I enjoyed the hierarchy and the simple changing mechanic.
Seems like it might have been better for an 'indirect control' theme, as the shapes didn't really add much to it. It's an interesting mechanic if fully explored, and perhaps there could be some twists to it to add depth.
Got stuck in a hole with no fish and no way to get out. :( I couldn't figure out what was causing the changes, so it seemed like it was just a fancy roulette wheel; not really any skill at all, just luck.
Nice job. Controls felt OK. Losing because I forgot the third potion seemed harsh. I should have been given the chance to scramble for the last one, even if I only had seconds to go.