JUNO by DeathBySnail 2019-04-29T18:58:46Z
Kinda makes me question my ability to handle velocity, but that was fun none the less. Great game !
Foon → Ludum Dare Explorer → Users → Lukein
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | 👥 | Maze Runner | jam | 867 | 3.22 | 3.20 | 2.85 | 3.90 | 3.78 | 2.39 | 3.19 | |
| 2022 | 50 | Delay the inevitable | 👥 | Disaster Waiting | jam | 616 | 3.57 | 3.34 | 3.48 | 3.87 | 2.98 | 3.06 | 2.98 | 3.12 |
| 2021 | 49 | Unstable | 👥 | Re:Volt | jam | 1244 | 3.10 | 2.94 | 3.20 | 3.17 | 3.24 | 3.10 | 2.31 | 3.04 |
| 2020 | 46 | Keep it alive | 👥 | Memento Mori | jam | 2107 | 3.05 | 2.75 | 3.47 | 3.44 | 2.88 | 2.00 | 2.91 | |
| 2019 | 45 | Start with nothing | 👥 | The Little Adventure for Slime | jam | 805 | 3.18 | 3.00 | 3.23 | 3.25 | 3.56 | 2.65 | 3.01 | |
| 2019 | 44 | Your life is currency | 👥 | Lost In the Dungeon | jam | 465 | 3.52 | 3.47 | 2.76 | 3.23 | 3.77 | 2.82 | 3.36 |
Kinda makes me question my ability to handle velocity, but that was fun none the less. Great game !
On point with the theme, nice audio and pretty graphics for a cool gameplay. Great job!
That's a pretty nice game ! It seemed a little short to me, maybe fire rate upgrade is OP, it took me 3min to put an end to that machine rebellion, deathless. :D
That kinda looks like a Wario Ware fitting to the theme, neat. Would have been glorious to have a few more mini games to play. Some tetris, break out and what not. I see infinite possibilities.
I don't get it. Is there actually a way to escape the dungeon? I opened a door, got an item, there is a door like the other that must have some mechanism... Does it have something to do with torches ? Help! I'm stuck!
Really smooth to play. I could easily spend hours on such a game.
A nice shooter, with some good pixel art and music ! I didn't pass 4 waves. Hardly went to the 4th one only once. But I'm not that good of a player when it comes to shooters.
Enemy variety is cool. Different upgrades like different guns, different arenas or even dynamic terrain could have been a great addition !
I don't if it comes from my computer, but the controls seemed a little clunky on the web version. Except that, it's a great game !
Is the pentakill the optimal strategy ?
That's a really nice mechanic ! Great game.
Great game ! The core gameloop is solid, but sadly it doesn't take long to become repetitive. I don't know, maybe add some health pools, AI, rng based drops of the skills. Definitely more skills.
As dodormeur said, it lacks some player interaction. The art is great but I felt levels were just waiting for two minutes. Maybe to let players appreciate the view ?
Well, restarted multiple times from nothingness because of crashes when pressing E. Kinda depressing. But except that, the game feels great !
A really original concept ! I could easily play for hours with more variety.
I was a bit lost at the beginning, there isn't much info about the crafting system. Multiple times I just refreshed the page thinking the game had freezed. But once you passed through this, it is actually a great game ! If you decide to work a little more on it, please consider adding an unzoom feature based on number of blocks on you spaceship. Here, you already can become almost screen wide. It can become unplayable real quick.
Pretty nice game, didn't see the time flying by. Took me probably 30 to 40mins to get that expensive bone.
Looks like the bread slice recipe and the thing at its left in the recipe book are mismatched. I unlocked one by discovering the other. Also the recipes represented aren't correct either. The said thing at the left of the bread slice.. Yeah I don't what it is, shame on me. But it shows the same recipe as the first one.
The game mechanic is nice ! It lacks some kind of goal, I would say. Since I was wandering around, I tried to put light everywhere to see if it would become laggy at some point. It did, but it took me around 10minutes.
Well executed. The game would really be better with any sound effect, don't know if it's intended but like another commenter said. Also, some kind of UI representing the cooldown/firerate of weapons would provide a better feel.
Cute little runner. I've always loved this type of graphics!
@syrapt0r Thanks! Yup, there is no checkpoint. We were wondering during development but decided not to put any to stick with the theme. Start with nothing, restart with nothing as well !
@alphaden A thing you won't believe either... Even less, I think. We slept way more during this week end than you'd expect during a game jam ! Weird flex, I know. Anyway, thanks for your feedback !
@hcursino We discussed that a few days after release actually. @mimusangel did a rework of the controls and on this new build it was clearly better, but even after re-reading the rules, it was unclear if we could post a reworked version, on this page. I saw people making post-release versions of their games, but idk. Feels kinda cheating, in a way.
We got 3days to make a game, we did our best in this time frame, there are some bugs. Feels bad, but that's the way it is. And it also means we got things to improve for our futur projects and entries.
@blint6 First thing first: Thanks for giving a second chance to our little game! It means a lot!
For the animation part, as far as I know it is all physic based. Hence some weird behaviours. This time around we wanted to experiment with blendshapes. (the slime morphing into different shapes and forms) So I had to learn things during the jam. Not much time left to put into rigging and animating, then. (Plus, it is a skill I have yet to master too.)
But we'll take this into account for futur projects. Another thing we figured out during this jam is that our games aren't enough "juicy". Let's just say our next game will be way better!
Nice puzzle game ! As said by others, a little short but quick games could very well fit this kind of game actually. One way of doing it would be with some sort of random generation and random new pieces to manage each level, even multiple new pieces, or multiple rooms at a time. And a timer to implement the possibility to fail a level, and the need to restart. Like a tetris game, in a way.
Nice concept. Could become a really cool full game, with more levels and different mechanics where you need to take advantage of different bodies.
Really addicting type of game. Nicely executed. Fitting very well to the theme... Can't think of anything to enhance this game. Bravo!
Loved the tone of the game !
The jump mechanic felt kinda weird at first. I'm used to just one tap buttons, I don't really know why. But actually, it makes it smoother to play this way.
It makes me wonder. Maybe there are other mechanics that would be somewhat improved with this kind of controls "over time", in the lack of a better term.
Really nice ! It became quite laggy at the object part on the web version. But except that little discomfort, it was really cool.
Neat game! Had to refresh the page to restart the game, twice. I didn't see any way to recover from a defeat during the war part. Maybe make it possible to return to the "grow your influence" part, or if it is already, make it more obvious to the player.
As already stated in the comments, it could make a nice mobile game. With some infinite map generation and other mechanics, like a "negociate" button with different possible outcomes, or the possibility of being attacked instead of attacking ourselves, to name a few "not so hard" features to implement.
Really cool game ! Graphics look good and the mechanic can be endless. I just had some difficulties predicting when attacks would hit or miss and the range of evil spirits.
Maybe some diversity would have been even better though. But a jam is only three days.
Cool looking art! But where do these people put their horses ? I stole them a horse, twice!
I really like the interactions between elements. At first I didn't read that arrow keys allowed me to shoot, so I figured I needed to chose an element that would trick an enemy of the opposite one to shoot me, to crossfire another enemy...Until only one was left and then I read on the floor about the shooting mechanic.
A few rooms further I saw how multiple enemies of the same element could heal themselves, and thus heal my own said element.
It would have been neat to see more of that !
That's impressive. Graphics are astonishing !
This game is pretty! And the "economical" health bar is a nice concept. You could stimulate the platforming a little by making coins drop and disappear a few seconds later, like rings in Sonic games.
As already said by others, a few bugs here and there. But it's a nice game nonetheless!
Actually, this concept is great. You could have gone wild with it, and make the player chose to create enemies and weapons to make a shooter game, or platforms... Or any kind of gimmick to make a shifting game.
As said by others, the game is simple but effective, it really feels good for quick games but becomes quite boring at some point for some reason. Maybe it could be a hit with some refinement, like evolution of the map based on the health of it, some bonuses/way to get it healthier, multiple map layouts...And I don't know, this really sounds like a little multiplayer game with asymetric gameplay, like viruses could be spread out by an other player while a team fight against those. Well. That could actually be a single game mode now that I think about it.
Still great game!
Almost got to what seems to be the end of first stage(is there more than that?), I have to admit when I saw moving platforms seperated by colored brick walls, I was done. I don't know, for an actual game it just seems too hard for a first level, but for a prototype it kinda gives the good vibes for the whole game I suppose. The click detection around the character needs to be a bit wider I think.
Funny game! Definetely would benefit from more 'testing machinery' around, maybe some way to induce upgrades like a rough stabilizator or some preset maneuverings to make the drone do cool stuff...I don't know.
Very well executed, although I think it would benefit from more enemy variety more quickly.
First thing first, I love the artstyle!
Controls are a bit funky, it is really hard to focus on spell sequences, placement and orientation at the same time, at first it was a real challenge to hit a fireball. But I wonder, point&clic for placement and cursor location for direction would've made it waaaay smoother, but the game would've lost this part of challenge/reward kindof thing that comes with succeeding to master the controls. It is a whole design choice by itself. I guess for a quick game with less than an hour of gameplay, it makes sense to chose this over more QoL, but at some point down the line of designing lots of spells, mobs and bosses, even level design...Content in general, it might imply some restrictions from a "player capability" perspective. I mean, what even is the point of a game that is too hard for mere mortals with average attention span and focus, to play ?
Cool game! Thought inducing about design choices.
Nice and quick game. Lots of potential replayability. I didn't get the meaning behind the colors or if there are any mechanic around it, but it makes a simple gameplay loop, easy to figure out and play with.
Could be interesting to add some kind of objective, like making a specific type of potion with a set of basic elements. Said elements could even be a random amount of randomly picked ones in a bigger stock or something.
A la Little Alchemy.
Couldn't find the last cooling rod thingy. But I have to say, the controls are pretty smooth, I love how you set up the camera. It makes for a great flight experience.
@naymsayk It is because the power you get from the central unit is continuous, to prevent your turrets from exploding (seems like they lack on the VFX part there) you need to put a condensator in your circuit. Condensators can take the central power for longer and only distribute the power needed down the line. To prevent even condensator from exploding too, you can use the *hand* tool (on top of the wheel menu) to tap them, releasing their stored energy into the void.
The game is quite hard as of released. As Mimus said earlier, we didn't get to playtest a whole lot. Check out the UI, I had to speedrun it during the last four or five hours, icons aren't great but hey.. At least there are cool neon icons!
As for every LD entry of ours, game is hard, scope was too big to allow us to allocate time to playtest and further polish. We struggle a lot with that aspect.
@mhorth Well, actually... We're working on a post-mortem version we'll release here after the ratings end. I'm pretty sure this little pic will say more than a wall of text: current.png
The core system is solid, you get the unstable feel real quick, really fits the theme. Pun intended.
There is nothing to add, really. You almost could release it as is, maybe add some variety to building blocks and enemies later down the line as a dlc or something. It was a kinda humbling experience to try it out, not gonna lie. Makes me question myself so hard it's insane.
Love the idea you got from the theme! This mechanic could extend to way more, and more diverse, gameplay loops. Like building more terrain, build stuff on it, manage ressources..etc With everything and its grandmother moving around every few turns.
Something bother me a bit tho. I managed to get to credit on first try, without any harm done to the crystal on top of that.. Was it intended ? The guardians may be too strong, or enemies too weak, since i'm no god gamer myself.
Seems like we can't combine different colored houses. That's a bummer. I guess the scoring system would partly lose its meaning but score doesn't seem to be the essential mechanic at play here.
Rainbow house! Should've been a thing, I swear.
I won my two games, but don't ask me how, I have no idea. First I thought rioters would flee police. Nope. Doesn't seem like it. Then, I was wondering if it was some Go logic, tried to 'atari' them. Didn't seem to work either. Then I went read the rules on the main menu, then proceed to try some stuff again, then stopped applying any logic.
So, random it was, random it went, random I won. Yaaay. Just put military when government is under assault and everything will be fine.
Nice game tho. The feel of how riots go is quite there. Irrational and all. Love it.
Dammit, Geoffrey! Nice little dungeon crawler.
That's a gem right there. And I don't put it lightly, I really mean it. Although I didn't see any correlation between dialogue and shmup sequences gameplay-wise, it may very well be implemented further down the line. (simply having more dialogue options, used as difficulty settings in the next shmup sequence, adding up each time, let the worse one finish Alex shooting Jeremy in the head PLEASE) Did only two runs of the game to see how both of options in dialogues went. This guy is so toxic, I LOVE it.
For once, it is good prevention very well implemented. We really need more of this in the whole industry. Gameplay may need more work, tho. Please keep up the great work, push this game further than a simple jam entry.
Quick and fun gameplay, some 2048 vibes. I wonder if it couldn't become a learning tool in some way, maybe by adding some explanation about elements and stuff in a tutorial menu or something like that.
This game is a gem, but omg the constant clicking to pass through menus and stuff only to build a tower needed to, again, click and click and click, only to scout or collect... Guess what, before you know it you'll need not one, but two more tower to go and collect again. How many menus do you think you'll have to get through?
The UI may have been a little overwhelming, or "in your face", with so much options layed down, but on the other hand the game could even not be needing a help menu if the tooltips were accessible/readable on screen at all time with a simple mouse over. I mean, people are dumb, but not *that* dumb. The need of the help menu only exists here because of the inconvenience of the information, not its complexity.
While you rather did that for menus, you didn't for ressources. Did it really need eight different ressources from the get go ? Really?
I don't know why I'm so salty about it. But what the hell, so much frustration with this one.
A charming experience, almost a shame the theme made it to be so quick and overwhelming.
Clearly one of the best entries in term of quality. Looks like a finished game.
I can see it getting some success on mobile, although it may need some refining to adapt the controls for that. Maybe on Switch, with multiple, and bigger, maps and local multiplayer with different game modes. Maybe one player spawning bombs while others must cut them off.
Loved the setting, but as stated by Faceless, the waiting for the 'resolution' part is kind of a burden. Especially if you're going for the highscore, each try adds up to 2 or 3 whole minutes to something that should take seconds.
Although it contributes to the chill mood of the game, I'd suggest going for something more nervous like "live resolution". Not having to click on 'Start' for Karen to go, or not being able to place anything before clicking on start. This way people that want this rather chill gamefeel can get it still, by thinking about it before clicking on start, while in the other hand you don't have to. The best of both world, really.
Simple and cool idea, nice job at putting it together. It makes for a really nice exploration/platform game. Although the collecting mechanic as an overarching objective is a bit dull, it could use some secondary stuff like platform puzzle or some interaction with the environment or some kind of enemies maybe.
Pretty nice game, loved the base mechanic of cracking planets.
The storytelling in the presentation really set the mood straight.
Got a weird bug with the UI tho. Among other things it seemed to select options of a different ship than the one I clicked on, like sometimes I could use the long range thingy with the gunship one.
Other than that, really nice entry.
Wow. Just.. Wow. It is just way too good, I'm speechless.
The difficulty may be a little over the top, didn't seem to let much place for error. I don't know, maybe it is intended to be somewhat of a die and retry in the mindset of speedrunners. Some indications about that beforehand would be great. I think I entered this with the wrong mindset and it does have a big impact on the gamefeel down the line.
It becomes real hard, real quick. Got to survive long enough to reach the border of the background it seems, with douzen of green thingy following me and shooting at me.
Loved it!
I really love bullet hells ! I would have loved some upgrades, but overall a great entry.
Great job!
Sound design complements the stressful gameplay really well. Mechanics are simple and very effective. I think you should seriously consider pushing this one to appstore or something.
Great game!
The autocasting of spells is a bit odd to get used to at first, but it sets up a nice gameplay of managing your active spells depending on mana consumption and regeneration rate. Loved it!
Loved it! Charming graphics with simple yet effective sound effects, made for a good depiction of office atmosphere
Gameplay is smooth and quick to get the hang of. As already mentioned by other people before, a bit of difficulty, variety and animation would be a great upgrade from there. I'd add clarity to that, maybe? Particularly the sword attacks are a bit hard to read, just end up spamming it while rampaging through mobs since there are so many heals between the waves.
I had the nice surprise to start with the self love pokémon, who only got heals and protections. Took me a while to understand I got screwed on the first choice and had to reboot the game.
Other than that it was pretty fun. I wouldn't have thought people could put out a pokémon game for jam entry, quite impressive!
Can't find that 10th carrot, I gave up!
Beside that, the pace of the game is a bit slow because of the movement speed, but hectic because of the 10seconds waves of racoons. I don't know if it's a good or bad thing. The feeling of emergency was strong in this one
Time being the sole factor to get upgrades, felt kinda odd at first not gonna lie. Maybe some secondary things, dropped from mobs or at specific thresholds on a kill count, idk, could have brought some engaging mechanics to the mix. But once it gets going it's pretty fun!
I messed around with the anchor way longer than I'm willing to admit
Great game!