remnant. by screamrawr 2019-05-04T03:50:27Z
Props to whoever made the sound effects, the sounds were really effective. The gameplay is really tight, the graphics are great. Everything works really well, excellent job.
Foon → Ludum Dare Explorer → Users → Maakole
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Bol Finder | jam | 846 | 2.29 | 2.17 | 1.82 | 1.32 | 3.67 | 1.84 | 2.41 | ||
| 2025 | 58 | Collector | 👥 | Catorus | jam | 694 | 2.98 | 2.92 | 2.88 | 3.07 | 2.98 | 2.66 | 3.00 | 3.15 |
| 2023 | 53 | Delivery | 👥 | Zip and Steady | jam | 408 | 3.73 | 3.55 | 3.25 | 4.33 | 3.20 | 2.88 | 3.08 | 3.25 |
| 2020 | 46 | Keep it alive | 👥 | Party Bus Forever! | jam | 1606 | 3.32 | 3.38 | 3.13 | 3.09 | 3.75 | 3.53 | 3.69 | 3.42 |
| 2019 | 44 | Your life is currency | 👥 | Chibi Hobo | jam | 606 | 3.38 | 3.09 | 3.11 | 3.44 | 3.56 | 3.31 | 3.00 | 3.39 |
| 2018 | 43 | Sacrifices must be made | 👥 | Bluebonnet Plague | jam | 932 | 2.86 | 2.26 | 3.40 | 3.54 | 3.97 | 2.29 | 3.29 | |
| 2016 | 36 | Ancient Technology | Time Trigger | jam |
Props to whoever made the sound effects, the sounds were really effective. The gameplay is really tight, the graphics are great. Everything works really well, excellent job.
Very nice game. Very tough. Would definitely make a great mobile game.
The gameplay is awesome, definitely one of the most clever and well designed games of the jam.
10/10 game, and the amount of puzzles you were able to crank out in such a short amount of time is really impressive.
Your life is literal currency, that's clever. The controls are a little bit finicky but I love the idea a lot, and the gameplay is really fun. Great job.
I love this game. I feel like there's a lot of ways to expand on it in the future if you really wanted to, but as it stands it's a really well made idle game. Great use of the theme too!
The graphics are gorgeous, but I am also getting stuck on that dialogue loop. I can't seem to get past it. Glad to hear you plan to update it soon, I'll definitely be back to try it out again.
I really think you should keep working on this one. It feels great to play, the design is excellent, and the idea still has a lot more you can do with it. My only complaints are that it was pretty short and kind of easy, but as a prototype this is a 10/10. I love it.
Awesome game, it's cool how much more strategy you could get from of the power system this way. The art style and graphics are especially great.
Very impressive game, great job.
Really clever idea and slick game elements. Top tier entry for sure.
Had a weird glitch where the player and all the enemies disappeared, and I couldn't do anything past that. So I didn't end up making it too far, but I still loved the game a lot so expect a high score from me. Great gameplay, sound, and graphics. Just excellent work overall.
@nikolay-zapolnov It was in level 2, the 3rd fight. I was fighting 3 of those crazy looking guys. When the 1st one is nearly dead, he throws a knife and then runs away. While running away he disappears. Then the 2nd one disappears while I'm in the middle of fighting him. Then the 3rd one throws a knife but doesn't run away, then he disappears, then I kill him while he's invisible. Then after the fight the player disappears and at that point I couldn't do anything else.
@estuvomuybien Charging the robot costs hp, so you can only do it in small proportions. ¡Gotta spam it!
@mowgli Moving on the map uses up the hobo's HP, that's why we couldn't let you skip around freely.
The controls are very fun, but the game's design doesn't seem completely in-sync with them. The fast crazy-taxi concept doesn't mesh well with the fact that the most efficient way to play the game is to drive slow and careful. Just adding a time limit would have helped there. The buildings are too close together, which makes the city levels feel more like a labyrinth than an obstacle course. The implementation is very good, but it needed more time in the brainstorming phase.
Really good premise. I have some small issues with the design, but if you touched it up I could see this turning into an instant classic as a web game.
I didn't get the theme at first, but it's actually really clever. I feel like the input mechanics could be streamlined a lot more, but as it stands the game works really well. Great job.
The idea and implementation are all very good. Excellent job on your first jam entry.
@jimbly Hello. I'm glad you like it, ~~but can you edit your comment so that it doesn't include the answer to the final level?~~ Thank you!
My favorite game so far from this LD, 10/10!
My favorite game so far from this LD, 10/10!
Excellently done. The physics are fun to play with, and the game is solidly designed. I do think the difficulty ramps up a bit too much; once you pass 20 points, the hazards barely give you room to move. I think there should be atleast a safe spot right above the delivery points.
Managed to wipe out all the birds, and got this error: https://cdn.discordapp.com/attachments/664297773046300691/1103047960272580709/error.png Games got really nice style.
Great concept, and well designed puzzles. The controls aren't very intuitive, even once you get a hang of them. I think most of the game design could be upgraded just by having a persistent UI that shows to the player the robot's pickup zone. There's a huge amount of potential here if you choose to continue it.
Solid game. Just needs more oomph to set it apart. Controls are a bit slippery, but whether or not that's a good thing is subjective. The idea that you have to accept orders is interesting, since it creates a controlled RNG system for players trying to get a high score.
My record's 1m 38s. I love this game! I really hope you continue expanding on it after the jam~
Love the graphics, sound, and atmosphere. But gameplay-wise there's a few design decisions I'd reconsider. First, I think E and Shift could share their functions, each one only does a single thing and neither function is easily readable right away without looking at the game info. Readability in general is another thing that could really help: there's a distinct lack of vfx juice cause atm the game has no feedback when picking up objects, completing a checklist, or taking damage.
Really clever & fun game, and feels like there's a lot of room to expand on it if you wanted to. Graphics are really good, but there's a lot of room for more polish. You got something great going, hope to see more from ya'll soon, and good luck with your impending Nintendo lawsuit.
Great graphics, solid gameplay, love the idea that you drop all your collected items like Sonic dropping rings. Just fantastic work overall.
Beautiful graphics. It's amazing that ya'll got that much done in such a short amount of time. Gameplay-wise though I recommend reworking the input system. I'd consider incorporating the mouse into the collection gameplay, maybe have the player point at what objects they want to pick up. Something like that.
I'll never fathom how you manage to consistently make the most clever & toughest puzzle games I've ever seen in such a short amount of time.
Honestly, there wasn't much of one. I had very little idea what to do with the theme, so I started just making a new 3D gameplay template, and was hoping to add the theme unto that after. But I didn't make it far enough, so halfway through I just shifted my aim to polishing the movement and graphics as much as I could, to hopefully re-use it for a future project later.
My favorite game of the jam so far! Theme-wise it doesn't seem totally on-point, but that's fine. The red bugs are a bit of a difficulty spike, so I suggest introducing them a bit more slowly. Regardless, I really think you should do more with this concept! It's pretty brilliant~
Figured out the gameplay, was able to influence enemies and the PC, but still feel like the game needs to give the player a lot more info and feedback. At one point I collected tape to increase weapon durability, and was able to place it adjacent to a dagger, a whip, and a zombie arm (for some reason though it could not be placed in the empty space below the zombie arm or left of the dagger, so I had to finagle it a little.) But the fight immediately after, I die from one hit, despite disarming every enemy beforehand. Caught me off-guard.
If the bullets were turn-based to when the player moves (similar to Superhot), this could make a good puzzle game. But as-is it mostly feels like random chance as to whether or not you can dodge shots. The open and close brackets also don't really seem to have a purpose, outside of just slowing the gameplay down. I think with more command options though that problem could be alleviated.
Wow, hella quality. Sharks might be a bit too much to deal with, but otherwise it's a perfect score!