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MachMarten

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202148Deeper and deeper👥FALL DEEP INSANITY [R16+]jam9903.473.153.262.763.823.203.523.70
202046Keep it alive👥LAMPCHASERSjam20193.112.552.823.143.573.692.583.28

Performance over time

overall score (left axis) percentile (right axis)

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Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by MachMarten

LD46 — Keep it alive

Isochronism by FireSlash 2020-05-06T18:30:48Z

I'm extremely impressed at the quality of this one. Unfortunately I only got to Scene 3 before I died and ran out of time, but it was quite an interesting adventure nonetheless.

I don't know how many people mentioned this yet but when you end a dialogue, there's no delay between the end of the dialogue and being able to click on other things. For a second, I thought I was stuck in a game-breaking loop; but it turns out I was just clicking on the fridge area which kept triggering the dialogue over and over again.

Absolutely loved the aesthetic freedom you took with the art, it really helped the overall atmosphere of the game along with the music in my opinion.

Especially for 3 days, extremely impressive. Having directed a bigger team myself this jam, I can only imagine what it took to get so much done in such a short amount of time. From one dev to another, awesome job mates!

Cactus Care by west 2020-04-22T01:15:49Z

I agree with the others, a lot more fun than I was anticipating. Was not expecting the cactus to be aggressive.

The first time I played, the watering can got stuck behind the collider to turn on the sink; so I was frantically trying to work around the collider to get the watering can back while the cactus was (literally) bouncing off the walls behind me. Hardest I've laughed in days.

Graphics could use a bit of work, and the sensitivity was *way* too high; though to be honest, both of those put together definitely made the game a lot more hilarious and fun to play. Good work, you two!

LAMPCHASERS by MachMarten 2020-04-22T15:22:09Z

@toxicon Thank you about the art! And yeah, our apologies; submission hour got pretty rough. :sweat_smile:

There are a few known bugs right now- including an issue with dialogue portraits not changing, and tutorial dialogue not functioning properly.

Dialogue is actually supposed to end considerably early, but as of now there is a bug where the tutorial dialogue siphons straight into the lore dialogue (which almost doubles the length). We're currently working to fix it now for those playing the game in the future, but we hope in the future you will consider giving our game a second chance!

LD48 — Deeper and deeper

The Before Times by UkuleleFury 2021-04-30T00:35:17Z

This one was very well put together! Unfortunately I'm not sure whether or not this looping bug that you've mentioned has been fixed or not, as I interacted with almost everything I could find and I couldn't find any indication that I cleared the game or not :sweat_smile: On the brighter side, the art, audio and just the overall atmosphere was executed incredibly well (though note, I would probably recommend adding some minimal anti-aliasing next time you work on it to bring the quality up even further)! Good work on this one :)

Into The Darkness by Ryan Romero 2021-04-30T01:05:29Z

congrats on finishing! that mechanic is super unique, very fun to play; and the graphics/audio is just the icing on the cake. simple, yet very effective!

my only gripe really is that it is kind of hard to control the game properly with WASD; if you're going to make a post-jam version, I would maybe change the main control to using your mouse instead so the player can aim better.

otherwise, this is a pretty solid entry! great work ^^

Hypnagogia by kel 2021-04-30T00:54:04Z

congrats on finishing mates! ^^ the visuals were kind of lacking (could use some props, foliage*, a background, the usual), but the game was pretty fun to play. For some reason, the game being at 60+FPS helped make it look more just 'minimalistic' rather than 'lacking'; so you've got the advantage there haha.

the wall of darkness moves a bit too fast, considering there isn't a lot in place to make the platforming fast/efficient enough to be able to dodge it quick enough. if there was more added to the character movement script (coyote time, smoother walljumping, no hooking onto collision boxes) then this would be fine; but given we only had 72 hours to make these entries, remember it's important to account for the mechanics that might not be well implemented enough to allow for smooth gameplay. I died quite a few times for this reason :joy:

otherwise with that said, great work! :)