Foon → Ludum Dare Explorer → Users → ludevum
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Heat Production | jam | 488 | 3.67 | 3.30 | 3.27 | 4.17 | 3.27 | 2.15 | 3.65 | ||
| 2020 | 46 | Keep it alive | Egg Tender | jam | 1488 | 3.37 | 3.00 | 2.85 | 3.88 | 3.78 | 3.45 | 3.07 | 3.44 | |
| 2018 | 42 | Running out of space | Gem Run | compo | 3.00 | 3.50 | 3.00 | 3.00 | 3.00 | 4.00 | 3.50 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | Gun Farmer | compo | 3.16 | 3.16 | 4.00 | 4.16 | 3.16 | 3.33 | 2.50 | 3.00 | ||
| 2017 | 40 | The more you have, the worse it is | Captain Road | jam | 653 | 3.37 | 3.32 | 3.50 | 2.90 | 2.82 | 3.13 | 2.52 | 3.27 | |
| 2017 | 38 | A Small World | Cosmic Respite | jam | 3.00 | 3.00 | 3.00 | 4.00 | 3.00 | 3.00 | 3.00 | 3.00 |
@sgadrat Sorry about that, Linux and Mac exports are now uploaded properly.
I love the mechanic of how it gets harder and harder to switch to the right item you need fits with the theme. Sometimes the enemy would stand at the edge of a platform so I couldn't get onto it because I couldn't jump and attack fast enough. The animations were good but the game could use some polishing. Great job!
Awesome RTS game! I like how the boss moves around the screen and it takes fuel to get to it, causing some ships to retreat. I wish I could've manually refueled before I went to attack the boss, but it wasn't too difficult to kill with a bunch of knights. Well done!
Great job! Pathfinding might have been useful to get around corners, but they are zombies. The mechanics were interesting and fun!
Very cool and fun to play! I really like the puzzles. If this was to be expanded on it could use some side mechanics like looking at a target to open a door, moving blocks, or perspective changing stuff. To better fit the theme you could have looking at the walls kill you, so not looking at them keeps you alive. Though it would also be way more difficult. I enjoyed playing!
Really fun! My PC couldn't handle the lighting effects, so I played the WebGL version. There's a good amount of challenge, and I liked the gameplay!
My S and D keys didn't work on my end (only for unity web player, idk why), so I played with only right turns. I still managed to get 4 upgrades, but I died pretty quickly after that. I really enjoyed it! I like the upgrade system and having the enemies come in waves, it lets the player take a much needed breath. Overall very satisfying and fun!
Was this going to be a VR game? SteamVR started when I launched the game, so I played in VR. The menus and HUD don't work in VR and the world seems tilted, but I finished the game with keyboard and HMD. I liked to look around and see the whole map :)
Overall, not bad. The combat could use some work, you can attack an enemy when their back is turned and they wont notice. I enjoyed playing!
I liked the procedural fire system and the dynamic stylized graphics.
Sometimes it was hard to see what effect you were having on the fire, but maybe that's intentional. The web player was laggy for me, but the windows build ran fine.
You did a good job on the helpless feeling of fighting a forest fire by yourself. Nice Work!
@genpaku Oops, I forgot to add that to the controls list, its R Thanks!
@mira Glad you enjoyed it! Yeah, you completed the whole game. It was supposed to be harder with loss rate going up barely faster than you can make efficient heat production, but I had some balancing issues. Currently, If you play for way over 100 minutes or so loss rate will become higher than max production rate and you freeze.
Walls are mainly just for organization, but they're kind of useless.
Thanks!
This game was fun, I managed to beat it and I can definitely see the Outer Wilds influence. I don't want to spoil anything, so I won't give specifics. The puzzles were good, they were challenging but weren't too hard to figure out and easy enough once you knew what to do. I liked how the log kept track of progress and gave hints at what to do next.
The character controller could use some work, jumps felt too low and moving on angled terrain was hit or miss and often had camera jittering. The boat sometimes got stuck on the ground and it doesn't move at all once that happens, and pushing it was a little finnicky. Also, It didn't seem like I was fully submerged when I drowned.
The level design worked well for the game, and the music was great. I really enjoyed figuring things out and getting to the end! Great job!
edit: **Hints** (no spoiler tag, so mouseover these fake links) 1. [boathouse hint](open_boat_house_with_lever_above_the_front_side__jump_or_throw_stone_to_reach.a) 2. [island hint](push_the_boat_into_water_to_get_to_other_island_quicker.a) 3. [wooden statue hint](place_stone_on_the_pedestal_next_to_wooden_statue__log_tells_you_what_it_does.a) 4. [chest hint](behind_the_mountain_on_first_island__use_another_stone_on_the_pedestal_to_open_the_chest.a) 5. [axe hint](cut_down_one_tree__drop_the_axe__then_pick_up_the_log.a) 6. [bridge hint](use_the_log_to_fix_the_bridge.a) 7. [last hint](lights_go_off_when_you_or_statue_get_between_them__turn_off_all_lights_using_statue.a)
hope this helps anyone who got stuck!
Loved the animations and the choose your boon/demise mechanic.
I feel that the platforms fell too quickly and when the player is behind an enemy, you cant see your health at all. I often ended up running to the other side and staying on stable ground or leaving early. Enemies can be a little simplistic and tedious at times. They all seem to just move toward the player, jump if needed and attack if can. This is fine for some enemies but I wish there was more variety, such as ranged enemies that stay still, enemies that charge in a burst, or enemies with more than one attack.
The player controller feels good to move around, the gameplay was easy to grasp, and it felt decently polished. Great job!
Looks very good and works well. I like the rotating parts to be able to place it, if you memorized the correct orientation its faster than just guessing each rotation. I laughed when suddenly the amount of parts doubled, really trying to delay the inevitable then things get much harder.
I feel it was a little too hard at the beginning, and shifts felt a bit long when you need to do multiple for the game. I wish we could see the robot making parts too, that would be a funny contrast to how slow you are.
Overall pretty enjoyable.
Glad I managed to solve the puzzles, they were good and challenging but not impossible. And what you have to do in that ending! I've never seen something like that before in a game, it was fun. The text was a little fast at times, I wish I had more control over it.
Nice job!
At first I was confused what the blue mushrooms were because they didn't really look like mushrooms to me and getting them and a green one cancels each other out so my count didn't change. Once I figured it out though, it was very fun trying to navigate the maze before my light went out. I managed to make it on depth 140.
Well designed mechanics and very enjoyable game overall!
Very easy to understand and fun to play. The AI looks really good, not like they are randomly moving around, though their hitbox is a little big.
Nice work!
I love the visuals, with the moving background and the particles that are affected by you. The gameplay is good and straight forward. I wish that I knew how much health I had left, it was hard to tell. And I really didn't like the invisible walls, I would often just hit them and then get hit by the enemy I was strafing. Either let me know where they are or remove them and make the map infinite.
I had fun, Good job!