Disco Inferno by Simon Rahnasto 2021-04-27T21:54:34Z
This game is great! The gameplay is very fun, switching weapons mechanic is awesome. The only complain I have is maybe the game is on the easier side...? But that's a nitpick.
Foon → Ludum Dare Explorer → Users → Macron
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | 👥 | POND SWARM | jam | 131 | 3.90 | 4.09 | 3.28 | 3.68 | 4.08 | 3.64 | 3.54 | 3.52 |
| 2025 | 57 | Depths | 👥 | Unfortunate Mishaps of Subsurface Uranium Mining | jam | 394 | 3.62 | 3.66 | 3.54 | 3.72 | 3.67 | 3.62 | 3.41 | 3.72 |
| 2024 | 56 | Tiny Creatures | 👥 | Comrats in Arms | jam | 92 | 4.09 | 3.71 | 3.64 | 4.23 | 4.11 | 3.72 | 3.67 | 4.00 |
| 2024 | 55 | Summoning | 👥 | ⸸ INVERSIO NEGOTIUM ⸸ | jam | 29 | 4.30 | 4.26 | 4.25 | 4.51 | 4.26 | 4.30 | 4.32 | |
| 2023 | 53 | Delivery | 👥 | INTACT™ | jam | 479 | 3.67 | 3.68 | 3.60 | 4.30 | 3.68 | 3.83 | 3.68 | 3.53 |
| 2022 | 51 | Every 10 seconds | 👥 | STORQ3000 | jam | 548 | 3.54 | 3.35 | 3.09 | 3.21 | 4.19 | 3.83 | 3.76 | |
| 2022 | 50 | Delay the inevitable | 👥 | AMBROSIA | jam | 549 | 3.62 | 3.33 | 3.27 | 3.40 | 3.63 | 3.53 | 3.94 | |
| 2021 | 49 | Unstable | 👥 | The Conflicted Merchant | jam | 351 | 3.81 | 3.77 | 4.10 | 3.63 | 3.65 | 3.48 | 3.72 | 3.80 |
| 2021 | 48 | Deeper and deeper | 👥 | DEPTHS OF THE INDUSTRIAL COMPLEX | jam | 1510 | 3.14 | 3.21 | 2.75 | 2.95 | 2.85 | 3.00 | 3.57 |
This game is great! The gameplay is very fun, switching weapons mechanic is awesome. The only complain I have is maybe the game is on the easier side...? But that's a nitpick.
As the previous commenter said -- memorizing spikes is the way! I've also barely made it to stage 3 >,<. I like the lighting effect, enemies variations and availability of the Linux version!
The game is neigh-ce! I have to show it my friend, BARNey! It's cool that this game isn't some one trick (or genre) pony--- Okay, I'll stop the puns before they will give you neigh-t-mares! I love the graphics, the jokes, the soundtrack is great too!
I think that taking no damage, what the previous commenter has noticed, is a bug with the shield -- once I've used the spell, I was able to take damage and die >,< (I think so -- the game froze). You had a good idea with incorporating the theme!
Well, the leaderboard aspect was something that bought me, unfortunately I wasn't able to get good enough score >,
Nice little game (just the size of the archive is too much >,<)
I've managed to get over 80! Fun game, although for me sounds and visuals were too much, they became little unpleasant to look at and to hear them after a long play >,<
The game was fun, the sound of shooting is satisfying! The tutorial was okay for me, it took me a moment to find how to change current turret, my first a few attempts were me pressing NumLock key >,<
Really impressive game for Jam! I could see it being up in the old days of internet on Newgrounds or Kongregate!
Pretty good graphic- and gameplay-wise, only one thing I can complain about are _hitboxes_. Maybe make some of them larger? I had problems with them and missed a few orders just because I couldn't figure out how to place soda by the plate!
Fun game! Easy to learn and quite addictive, though it feels for me there's not a lot of progression during gameplay - but that feeling may be because of the length I'd been playing the game.
I've encountered a bug where some rocks weren't breakable by the Torpedo Imp - It flew right through, though I don't complain much, as they didn't break the gameplay or anything, and Toxic Fiend was able to destroy them if that was needed!
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It is simple but fun! The upgrade mechanic gave it a bit of replayability, and the leaderboard made me grind for a better score a couple times. The music also is really catchy. At first, the combo system felt a little random for me, but later I've started being able to set up combos!
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I really liked that, along with the 'pick up your pieces and move around freely' twist to the puzzle game! (I am a fan of the 'puzzle with a twist' genre) Unfortunately I did get softlocked at 14 out of 16 recycling centers, but won't take it against the game - I really liked it, and what felt weird and lackluster at the first couple minutes of the game (e.g. "Huh, I don't need to fill all the centers? Okay....), suddenly in the end made perfect sense and I really liked it. One addition I'd like to see is a world minimap (even without trash/centers marked, unlocked after unlocking the tunnels), to better visualize where I need to go/where may be things I'm missing.
I haven't finished it - gave up on the 4th level, with one soul left and unable to find it for 5 minutes, before getting approached by the ghost not reacting to the flashlight >,< But still it was fun with good ambience! Something that happened to me on the last level was the ghost (I guess that by chance) picked the direction they were running from to be where a shard I haven't picked up yet was - if that's not a mechanic, but it should be? It would both make sense and help with finding shards when you don't have many left.
I really like the spin the idea, on one hand similar to Wordplay, on the other different enough, with ease to modify your deck, ability to heal up (and even grind to get sets of letter you like). Without the roguelike aspect and with the grinding, I do see it becoming hard to do fun upgrades that you can't just grind towards, but for a small Ludum Dare game? It's okay
Hi! I've managed to finish the game at the second playthrough with planning!
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It'd be nice for the game to e.g. show the direction of the missing gems when there's only a couple of them (though luckily I didn't need to look a lot for them), as well as some variety in the AI of the enemies - as they seem to prefer X axis, what made it easier to juke around them when they're all gathered in one place.
I did like the dig mechanics though, and could imagine more mechanics built around it, e.g. some stamina for digging, different types of terrain slowing you down differently, etc!
Yay, I won!
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I liked the graphics, the music was getting very repetitive though. At the time of getting projectiles, left button was I also liked the map and the spawn variety, though there wasn't much to do on it other than the exploration to find the fountain. Spot-wise - it is RNG whether the fountain will spawn in easily defendable spot with just one direction for the enemies to come from, or with both sides uncovered (making the defense harder). Maybe it could be made into a mechanic - with more variety, every spot having some advantages and disadvantages (e.g. area that forces you to use melee and time your attacks but then less of them gets sent).
I think I've encountered a bug? I've replied the day three times, but every time I got one of the rare stamps missing - I don't know if it's because of some tutorials/letters I've missed (I've had two letters to me in total), but I wasn't able to progress further
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Other than that, it was relaxing, liked the mechanics, though I'd like an ability to correct mistakes, etc. in a case I put a letter in a wrong place (and not finish the day), to be able to take it out rather than needing to just restart the day.
@treenut Zrzut ekranu_20251024_130854.png Zrzut ekranu_20251024_130915.png It doesn't matter if I put all the stamps in, or just those requested, I get this :< EDIT: Same thing happened after refreshing the game and playing back to day 4 :< EDIT 2: You could always glue the stamps back on, to correct the mistake!
@treenut Feel free to tag me when you get it fixed ^-^!
Oh, another survivor-like! I liked the physics-basedness of it, though I found it difficult to stay alive longer than a minute despite playing for over 10 minutes. Something I'd say would make it easier to play would be health pickups (after the starting 2), as often I did lose one or two HP at the start of the game, resulting in even good runs being one mistake from death.
A pretty okay game!
I liked the randomness aspect pretty well, I couldn't lose focus because otherwise I was misinputing directions, I liked the rush of "oh no I'm having a really good streak right now!".
Incremental-wise, I feel that the upgrade paths could be more balanced - right now it was difficult (unless you had a really good run) to really 'customize' your upgrades - the only decisions to make were during such long streaks, where you could get greedy, increase your multiplier and hope you'll make another good step - or go 'safer' route with increasing your chances (or just step value)! I wish there were more choices to make during the regular grind. It could be done with changing the scaling of values so that you could take multiple tiers of one upgrade in a row - or maybe adding a secondary system that feeds off amount of moves, successful or not? Those are my ideas, though I'm not really sure they would work in the framework of the game.
Anyway, nice!