Foon → Ludum Dare Explorer → Users → LunacyEcho
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | đ„ | HareBnB | jam | 4.50 | 5.00 | 5.00 | 5.00 | 5.00 | 5.00 | 4.50 | ||
| 2023 | 52 | Harvest | đ„ | Bug Snacks | unfinished | |||||||||
| 2022 | 51 | Every 10 seconds | đ„ | Hocus Poquest | jam | 160 | 3.95 | 3.77 | 3.13 | 3.20 | 3.65 | 3.38 | 3.70 | 3.52 |
| 2022 | 50 | Delay the inevitable | đ„ | Light at the Museum | jam | 257 | 3.88 | 3.70 | 3.84 | 3.66 | 4.13 | 4.00 | 2.91 | 4.20 |
| 2021 | 49 | Unstable | đ„ | Timmy's Very Bad School Day | jam | 41 | 4.26 | 4.28 | 4.02 | 3.48 | 4.03 | 4.26 | 4.47 | 4.18 |
| 2021 | 48 | Deeper and deeper | đ„ | Far Fetched | jam | 59 | 4.24 | 3.97 | 3.46 | 4.02 | 4.46 | 4.53 | 3.63 | 4.24 |
| 2020 | 47 | Stuck in a loop | đ„ | Good Morning, Beautiful World | jam | 285 | 3.90 | 3.64 | 3.04 | 4.22 | 3.73 | 4.26 | 3.92 | 3.87 |
| 2020 | 46 | Keep it alive | đ„ | Will of the Wisp | jam | 334 | 3.90 | 3.53 | 3.16 | 3.44 | 4.26 | 4.50 | 3.45 | 3.98 |
As I started playing, I thought it was kind of boring and simple, but then as more and more effects started coming in, I started getting so curious about what the effects at higher scores would be, so I kept playing and kept trying to get higher and higher scores! I'll be honest, the strange acceleration on the little figure was a bit hard to work withâI wish the movement across the board felt more natural. Still, it was a super interesting way to make a simple concept turn into a more engaging product!
the speedrun record at the moment is 5:06:44 from the ending of the opening cinematic to the final button press that ends the game! CAN ANYONE GO SUB FIVE
Update: the record is now 2:44.2! wtf people found optimizations FAST
thanks for playing and for the feedback, @honey !
without spoiling exactly how to get past that part, i wanna point out that the height you get from bouncing on the shroom depends on how high you jump onto it from. basically, if you fall farther, you jump higher! hope that helps :)
This was a super fun game with a cute atmosphere! As comments have mentioned, there definitely is a bit of a difficulty spikeâperhaps one thing that might help would be to give the egg more 'lives', as it were? Allowing it to be hit multiple times might make the player feel less pressured to combat each and every single blue worm. Fun stuff!
Definitely an enjoyable game, with some interesting features and weapons! Wondering if there might be a way to randomize where the enemies spawn for the different levels? That might give it more replayability. Also, having levels with obstacles already placed on the map and having the player build around them might add for some interesting and creative level designs. Just some thoughts! Great game.
This is a really fun twist on a common game trope! It had interesting puzzles and a pretty fun atmosphere; loved it.
Hey, this is fun and super different! Love the concept. I'm thinking that it might be possible to further streamline the way the rules are written, since the three piles that the cards are initially split into are then re-made in the first few steps without any choices made by the playersâfeels like we could just cut out the middleman there. Still, the game itself feels well-designed and thought-outâI guess the next step is to make a video game simulator of it and put it online somehow! :)
incredible game!!! absolutely blown away by how well everything worked togetherâthe visuals, the audio, the dialogue... and so many extra details that affects the experience so much, from the self-aware jokes of the nonsensicality of this little world to the little rhythm minigames! if i could've just snapped my fingers at the beginning of ludum dare and had any game i wanted to appear in front of me, this is probably what it would've looked like. awesome work. (wish there was a way to learn what all of the dialogue options would've outputted!)
This was a cute little game, and it's given me a fear of crows because that giant bird hopping around is STRESSFUL!! I thought that perhaps the rum took a little longâno matter how hard I tried, I just couldn't get it all fast enough, and while the bird was perched overhead, I couldn't make it back to the rum before all my progress ran out! I wonder how and where Worma got a taste for mojitos, anyway?
Pretty funny! Perhaps it was too easy? After all the new obstacles were unlocked, I ended up trying to die on purpose (and even that took a while). Conceptually, though, really cool! I wonder what the guy was doing in that dark corona lab in the first place?
It looks really cool and ominous! Unfortunately, it was hard for me to figure out how to actually exit the first roomâI tried clicking on and interacting with everything to no avail. As an interface note, it might also be better if the 'Examine' text didn't overlap with the hover text, since both are made more hard to read when this is the case. Good game though!
This seems like such a fun concept! Wish I could play itâany plans for a Mac build in the future?
This was super fun! I liked how you took a really simple concept and added some flavor, and came up with this gem. It was also pretty evil how you made the clock slow down! I was counting internally and felt so victorious at the end, but... alas... DIED! Fun stuff :)
ooh pretty fun game! i like the silent film-esque text interspersing the game to provide plot context, and there were definitely some really novel ideas here. the creepy reversed vocals and constant ticking also really provided a lot of atmosphere to the game. nice work! :)
@justcamh echoing fawnblue's statement that we really appreciate your playthrough of our game!! and just fyi, to the best of my knowledge, sweet baby ray's is still 100% still an active companyâsorry for making you think otherwise :D
super fun, charming game!!! loved lots of the self-referential humor, as well as the fact that it had tons of auxiliary content and yet the actual plot was manageably simple. one big thing i thought was missing was an interactable inventory, but aside from that, it was pretty easy to keep track of things, especially considering how distinct all the characters were, which is a really hard thing to do!
great stuff. if you find an artist to team up with for a future ld, you would definitely be a team i'd watch out for!!
global leaderboard when
Gaming.
hey where's the game
Just wanted to quickly tell everyone who's played the game so farâthanks so much for playing! We've been taking your comments to heart, and we are (literally at this very moment) working on an updated version of the game based on your feedback to be released at some point after the compo is over. Even if this isn't the most popular game in the jam, this is still the largest number of people who've played any game that we've made so far, which genuinely does mean a lot to usâwe look forward to hopefully bringing you many more games in future LDs!
insanely frustrating, but insanely fun!!! well done and super high production value. very in awe of how much testing must have been needed to make these levels as *perfectly frustrating* as they were
Yooo this game was super fun! I love that the base concept is a crazy, off-the-wall concept that's funny and strangely not hard to wrap your head around. It's the kind of take on the theme that, when juxtaposed with details like the narration and the enemy designs and the art etc, makes a game that's absolutely dripping with personality.
In particular, I was impressed with the large number of quality levels (there were so many, but they all seemed to be well-tested and were ordered in a way that was super conducive to the feeling of progression), as well as the incredible soundtrack. Seriously, you should put that up for download somewhere!! I'd love to listen to that Bad Apple-esque boss theme without having to go through the game each time heh
Speaking of getting through the game, the one thing I'd recommend is having more time initially, since it seems almost impossible to beat the game without choosing time during the choice screens, which hampers the whole 'choice' aspect a bit (unless the timer works differently than how I understand it? I admittedly wasn't looking at it the whole time so am unsure if it adds time or pauses anywhere for any reason).
Great work all around, though, super high quality stuff! Y'all better win humor for this one i s2g
(p.s. i thought it was really funny that the goal of this game is actually kind of the opposite of the theme, but it's such an original and clearly prompt-inspired idea that i still gave a high theme score wheeee)
Cool game! Reminds me a lot of thisâhttps://www.thewikigame.com/ âbut I liked the idea of having a leaderboard, as well as a set order of links that *everyone* competes on. It would be cool if this game had both this standard mode as well as a random mode, where a novel pair semi-randomly generated pages would be given and the player would have to find the path.
idk i think you ripped off undertale a bit too much
This is a really cool puzzle game! It seems like such an obvious mechanic to come up with but I'm not sure I've ever seen it before in this kind of context--AND it fits the theme so well! The level designs were wonderful, and I thought they were just the right difficulty too. Is there a way to adjust keybindings in the game? One thing that I thought impacted my performance a bit was that A/D/K was not a super intuitive keybinding for me; I would probably have had a smoother go if there had been WASD or arrow keys options, although maybe I was just too dumb to find the option! Would love to see a version of this with sfx. Great work!
I would actually disagree with many of the commenters here and say that, after reading your description, I thought it was pretty clear what I needed to do once I started the game! There were some really cool and well-thought-out game design elements here, from the amount of time it took a potion bottle to disintegrate after being in contact with a wall (long enough to be forgiving but short enough to provide lots of good tension), to the width and layout of the corridors of the house. I think I eventually found that the best strategy was just to watch backwards while holding the potion in front of me lol.
Honestly, this game seemed super solid for what it was! If you were to expand it further, I might suggest having different house layouts, since this existing one started to get a bit tedious after a while--eventually I just learned how to get the potions everywhere through muscle memory. That, or perhaps you could introduce more obstacles to dodge once the player had a few successful runs. One small bug(?) I found: you can actually hand the completed potion back to the person who requested it through one of the walls of the house, which eliminates the need to go through that final curve on the way back to the bottom left.
Very fun game overall! I liked how you worked in a bunch of different elements of instability into it. Great job!
wtf how is it POSSIBLE to develop THIS MUCH CONTENT in the time frame. u crazy fr!!
loooved the story here! it feels absolutely like some shit i'd want to pull on my friends for fun if only it were actually feasible to become a vaguely-formed disappearing shadow lol. the characters were all super relatable imo, and with the w i l d amount of detail regarding each of their hobbies, personalities, identities, etc, it's a wonder you were able to even get to the art at all! the vast majority of the dialogue was smooth and realistic imo (at least, as a liberal arts college student, this is basically the kind of discourse i'm surrounded by every day). there were a *few* moments that called for a bit of suspended disbeliefâlike i don't think i'd expect a pine-type student to casually name-drop susan sontag and notes on camp the way it was inserted here? i also wish there had been a bit more clarity in the prank reveal scene, since it took me a moment to realize what was actually happening there, and i feel like that kind of plot twist reveal should be instant and visceral for the greatest effect. but, for the most part, everything was super smooth! i'm like 90% sure i've heard my housemate have that exact conversation about girl in red with oblivious friends before lmao
aside from the characters and dialogue, i thought the development of suspense and tension here was also super well done. i'm definitely more a fan of psychological horror than straight-up jumpscares, so i'm glad there was only one and it was early on in the game. left me wondering when the next one would be, tilting my computer screen and squinting as tight as possible while still being able to read every word of the story. i'd like to shout out the horizontal bar effect when you enter the kitchen as being one of the coolest parts of the game! (although i'm a bit confused about what the flying vampire pav-head was doing there or what it was supposed to represent in the prank?) A's gradual turning around at the end was a super nice touch, too. good stuff all around!
anyways tl;dr this is a ASTOUNDING wow. love the representation, love the characters, love pine's plushies. can't wait to see what you get up to in future LDs!!!
edit: i can't believe how ahead of the curve you were on squid game holy shit
edit 2: idk if you'll see this BUT i also wanted to mention how cool the shifting black screens were!! loved that effect. it would be so easy to slap on a fully black screen but this made the transitions between scenes so much more ethereal
Cute little game! It's super cool you did this all yourself, and the art style here shows great promise. The platforming itself feels good; the *woosh* of the dash is super satisfying and the character moves at an appropriate speed that nevertheless doesn't trivialize the potential for future power-ups. I know you're aware that this isn't that full of a game, but I think what does exist is pretty solid! Small suggestion: a death screen that shows when you get hit by the darkness? I'll admit that on my first runthrough, I tried going left, didn't notice that there was this encroaching dark triangle, and was confused when I ended back up on the main menu. That might just be me though! Great work :)
Veeeery cool game! Loved the theming and the style of the gameâI could definitely see a line forming for this at an arcade! The different weapons were very interesting, and the unstable mechanic of the floor you're on definitely adds some spice to the gameplay too. I'll also add to the list of people who were a bit overwhelmed by the aim sensitivity initially, but the handy menu slider took care of that. Do you have any plans for future updates to this game? It seems like it would be eve more fun with some more levels or dino variety! Great job. If only *I* could jump that high if I were to touch lava.
This was definitely super interesting! It was an interesting process to work out how the game worked, and your comment about arrow key movement affecting gravity illuminated what I thought to be a really novel mechanic. I thought the progression of levels was also quite good, too--the difficulty pacing was appropriate, aside from perhaps a few too many find-your-ass-esque easy levels at the very start. I found the horse movement to be a bit tough to control at times (that horse really retains momentum, and don't even get me started on Wobbly Mode), and there were times when it was perhaps a bit more trivial than intended to bypass the goats. Still, it was a really cool mechanic and I had fun playing it. Respect to your level designer!
>frist
omg that's the undertale person
@ache-games @gibss thanks so much for playing and commenting! :D
@100th-coin oooh i believe gteve is johnfn's baby. he put it in as a placeholder npc and we kept it in because we loved it (either that or none of us remembered to change it. i can't remember exactly.) thanks for the kind words!
thanks so much for your comments, everyone!! we promise we read every one of these and absolutely value the feedback.
@zvyaga glad you noticed the guitar hero similarities! the rock band series was by far my favorite game series growing up, and i've been wanting to do a rhythm game for a while. this game isn't really that (we tried seeing if we could line up the words to the beat but that was a bit too hard to do in the time frame), but i'm glad that hints of it are visible.
@vitor-milioni thanks so much for your enthusiasm! i believe the notebook scroller was pushed by arch, giving him the broadest skillset represented by any of us, i think. i also definitely agree with you on 'cry'âwe ran out of time to balance it as an actual feature, so now it's just some nihilistic statement about the futility of coping mechanisms or something idk
@wedgiebee "reading is fun" wow i can't believe we made an educational game !! but nah we appreciate that you found it a novel mechanic. arch was the guy who balanced and unique-ified the various fights, so i'm glad the differences made an impact for you!
@squigglez LMAO ok as a small point of clarification. our original placeholder submission from back before we had decided on an idea was called "literally just undertale" because that had been our guiding philosophy for past lds. but we only realized *after* ld was over that, while you can change a game's title, you can't change its url. i'm glad elements of it showed through though!
@gryhyphen thanks for pointing that bug out to us! we're working on seeing how to fix that up.
@dannyk1994 whoaa that sounds like a serious bug. feel free to post it in the comments! or, if you'd rather it stay secret, here's a google form you can note it down in too: https://forms.gle/N2HGQ2itMLM8cRjH6. thanks for playing!
@bluishgreenpro many thanks! [ÊtʰiËv] is official, accept no substitutes
@dannyk1994 thanks for bringing that to our attentionâwe'll work on figuring that out, and i'm glad it at least didn't seem to impact your game experience that much!
@randomphantom thanks for trying out our game! may i ask where you got stuck? there are a few points we're aware of that have the capacity to accidentally softlock a player, but the game itself should in theory be fully playable in terms of progression through interacting with things. let us know!
@randomphantom gotcha. the next fight to do in the basic progression of the game should be the school doors at the top of the map--is that what was tripping you up? i get that it might be unintuitive at first to want to fight inanimate objects!
@aprioriface thanks for playing! yeah, if we had time we'd have loved to spice up the combat with some more features (so many variables to manipulate in that interface!) maybe if we expand this tho.... :eyes:
@angela-he WOW thanks for the incredible feedback!! tbh the edm chillstep bgm was ~~entirely inspired by deltarune~~ a result of miyo, our regular composer, giving me very specific and helpful directions on how to evoke the vibe of a high school jrpg, then me ignoring them completely because i had a catchy melody i wanted to plonk down.
also, we (and by we i mean just fawnblue, johnfn, and arch) were using godot to build this, and i'm decently sure that a lot of the architecture was custom-made for the game? they're all SO talented!! like, we came up with the battle system on like midday sunday and by 5 pm fawn and arch were like "cool so battles are working now, what next". it's v possible i'm wrong on this hehe but wtv imma hype them up bc they deserve it!!
ALSO also thanks for appreciating the dialogue! a fun game imo is to try and figure out which lines of text are placeholder lines that made it into the final cut because ~~we ran out of time~~ we carefully and meticulously pondered their worth and thought they would be funny. there's at least 5!
@nomus ooo the two last fights *should* have had the boss music playing (i.e. the same music that plays when you fight principal pike)! i wonder if that's still working or if there's a bugâthanks for bringing that to our attention.
@rookrules FINALLY someone reads the url and is able to judge our game as it was always meant to be judged!!!!
Wow, this is SUCH a unique mechanic! The vibe of the game is funky and cute, and it's goofy enough to justify the concept but still solid enough to be invested in what's going on. One thing I'd suggest: perhaps have some kind of visual on screen to give some more concrete visual feedback as to how much noise the mic is actually picking up? You know, like one of those "how strong are you" carnival game things that gives you a better sense off the bat of how much you need to adjust. Very interesting and enjoyable game, regardless!
Whoaa, the vibe of this game is immaculate! The visuals are wonderfully styled and that music is so rich. (I found my way here because of the super cool post your composer made, and as the guy who did music/sfx on my own game, I was hella impressed with the fact that you wrote out an actual score for it! Smh imagine being a *real* musician)
I will say, the thing that impacted the game for me the most was that there wasn't really an in-game explanation about what the goal was or how to achieve it. I think I was eventually able to figure it out, but only after dying once and reading the description. (My initial thought was that the hamster cart was evil and the goat was trying to get away from it, but this started to seem unlikely after I realized that you could just make the goat go infinitely off the screen to the left.) I think some kind of how-to-play or description would go a long way here.
One more thought about music! Both songs on the soundtrack are so thoughtfully composed that I wish we got to hear more of the menu theme!! One thing I ended up using as a way to figure out how much time to devote to each track on my own game was based on how much time I thought a player would spend listening to the music (so songs with less exposure would end up being shorter, etc). Perhaps that's some food for thought for next time? And I'm not criticizing the music itself! I just think it's a shame that most players won't hear the entirety of that wonderful menu theme.
This was fun and I'll definitely share it with others because it really captures that arcadey fun vibe so well. Congrats on a game well done!
Ooh, so glad to see a word game in the mix! Love these. It's really interesting conceptually, since games that involve fast anagrams of words often don't *also* involve the dexterity required to drag them quickly to precise locations--as word games go, that made this one stick out for me.
A quick thought and a quick suggestion here. There were some moments where I would click and drag a tile to the empty boxes and let go, but then the letter tile would still follow my cursor until I clicked it again. I suppose it's possible this might be because the game supports both click-dragging and clicking once, moving the mouse, then clicking again? It was just a small thing that caused a few moments of frustration given the short amount of time there was for each tile.
The suggestion: it would be cool if you could support longer words! I would love a four- or five-letter mode with adjustments made to the amount of time before a tile falls out of the box. (Er, if this already exists and I didn't get to it, sorry!)
Cool game overall, though! I have a huge soft spot for word games, and the fun, bouncy mood plus the novel mechanic made this a fun play.
(also, was it just me or was the game kinda big in the browser screen lol)
This is sooo cute! I absolutely LOVE the sound effects of the llamas pwaa-ing into the water, and that bouncy orchestral background track fits so perfectly (I wish it had just a sliiightly smoother loop)! I honestly thought that the clock at the top made it clear that the objective was to keep the llamas on for as long as possible, so that was communicated well without being explicitly mentioned. I did, however, encounter the bug that other people have noticed where a llama fell into the water and just floated there, possibly because it was on a fruit or something.
There was one thing I found interesting but wasn't sure if it was intended to be a part of the game! While dragging the fruit around, I could impact the raft and the items on it without having let go of the fruit. I eventually started just dragging a pear over and pushing the raft around back and forth just for fun. I suppose that this creates enough chaos that it wouldn't really need to be patched in a perfectly-functioning game; in the end, I used it to knock over the llama that was floating eternally just so the game would end.
One small suggestion! Perhaps you could implement a scoring system beyond just seconds? Right now, if two llamas fall off immediately and one stays on for two minutes, you would get the same score as you would if you completed the objectively harder task of keeping all three llamas on for two minutes. Maybe you could have some kind of multiplier for each second you stay on the log based on how many llamas are still on it? Just a thought!
Overall, such a cute game. Incredibly polished graphics, music, and sound designâand so wonderfully adorable! Great work.
This was a super fun game! As a fan of both trivia and word games, I really enjoyed the conceit behind this one--it at first reminded me of the Missing Vowels round from the quiz show Only Connect, but after failing a few times, I found it cool that you were able to disguise the actual questions and answers in multiple unique ways. The true ending was actually incredibly funny, and the low budget voiceovers throughout were hilarious (the bit about no mouse support REALLY got me).
I'm sure you're aware that the look itself is a bit on the underdeveloped side, but in terms of implementable improvements, I'd say that the trivia questions themselves were a bit imbalanced in difficulty. I've included a spoilered example below. The final question was also quite difficult in the way it was disguised; the only reason I was able to get it was that I'd had it before, and there's absolutely no way I would've been able to parse it otherwise.
!>For example, the question about Tyrion Lannister was MUCH tougher than the ones about the hottest planet or the tallest building, imo.
All in all, though, this was a fun, unique game!! More trivia and word games in LD plsssss
This is such a cute game!! And honestly, I think LD needs more simple, plot-based games like this one that don't rely on convoluted mechanics. It was a blast (and so did the volcano, many times). There are so many comments pointing out the well-deserved adorable energy this game has, so here are a few tiiiny nitpicks that I thought might make the game even more lovely.
The volcano explosion noise was kiinda loud when compared to the other sound effects in the game; I'd recommend lowering the volume a bit, especially since it occurs a number of times. (It got slightly frustrating when I would have to hear it again every time I would die from not being able to hold my breath long enough. This was before I discovered the magic of scuba pig.) There were also a few moments where I missed dialogue because I'd interacted with a character riight before the volcano erupted (and the dialogue continued through the eruption animation), so I had to interact with them again. Those are tiny, though, and didn't detract from the game's fun vibe. Great job overall!
Love the concept of the different endings! For your first game ever, it's really impressive that you were able to get that in as well as create a functional game complete with a huge, detailed map and some ominous background music to boot. Others have given you lots of good feedback already (the only thing I might suggest is the addition of a visual timer to help players focus on whatever they're trying to achieve), so all I'll say here is that I admire your ambition and vision, and can't wait to see where you go from here.
This is definitely one of the more unique takes on the theme I've seen! The feel of this game is super tight--you've got those crying baby sound effects and the frantic music really accentuating the "oh god this house is so big how the hell am i gonna search it all" feel. I also love the detail put into all the different rooms and the types of obstacles you need to dodge! I definitely found this game on the hard side; it might be good to have different stages of difficulty so a player can at least feel a sense of progression before getting difficultyblocked (and honestly one could even pull this off by just keeping the same scene and adjusting the difficulty every time). That's just one suggestion, though. Enjoyed it on the whole, and great job!
The customization screen was cool! Haven't seen that many games that allow you to do your own difficulty balancing lol. I concur with the other comments here about it being better if there were an arrow animation so it'd be easier to know what you were shooting at and how to adjust your aim. I also wasn't sure if I was jumping wrong, but I couldn't jump high enough to reach the next level of platforms? Still, fun game!
@alex-stewart thanks so much for playing! the trick here is that the skull on display there is actually pushable; you can push it into a hole to make it drop through and create a bridge. there's also walkthroughs in the game description if you find yourself stuck elsewhere!
really cute game! it had a neat vibe; the graphics were adorable and it felt like you created your own little world. the gameplay was a bit limited in scope, but that actually motivated me to figure out how to optimize my strategy, so i restarted once or twice. cool stuff!
@ronn-fever
10/03/2022 4:02 PM
Luny: how do i actually change the you win text LOL
johnfn: LOL YOU CANT HAHA ITS GONNA BE LIKE THAT FOREVER
Luny: MAN
johnfn: ITS AFTER 4 SUCKS FOR U