Senile Quest I by Yoni 2011-12-22T04:15:00
Great job considering the time limit! Loved the dialogue :D
Foon → Ludum Dare Explorer → Users → MagnesiumNinja
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | Cricetus Crevice | jam | 75 | 4.11 | 3.92 | 4.12 | 4.28 | 3.91 | 3.78 | 3.55 | 3.89 | |||
| 2016 | 35 | Shapeshift | You Are What You Eat | jam | 9 | 4.31 | 4.26 | 3.79 | 4.25 | 4.06 | 3.40 | 3.88 | 100 | |||
| 2015 | 33 | You are the Monster | Blood Moon | jam | 18 | 4.23 | 4.03 | 3.85 | 3.62 | 4.06 | 3.72 | 2.00 | 4.03 | 100 | ||
| 2014 | 30 | Connected Worlds | Bond | compo | 42 | 3.96 | 3.63 | 3.26 | 3.80 | 3.78 | 2.73 | 2.82 | 3.67 | 71 | ||
| 2013 | 28 | You Only Get One | The Vigilante: Single Shot Justice | jam | 12 | 4.10 | 3.47 | 3.28 | 3.68 | 4.33 | 3.74 | 2.46 | 4.00 | 100 | ||
| 2012 | 23 | Tiny World | Shrunkit | compo | 193 | 3.39 | 3.39 | 3.71 | 3.07 | 3.00 | 2.62 | 3.00 | 2.75 | 51 | ||
| 2011 | 22 | Alone | A Life Apart | compo | 75 | 3.38 | 2.72 | 2.76 | 3.79 | 3.24 | 2.48 | 1.33 | 4.14 | 2.63 | 78 |
Great job considering the time limit! Loved the dialogue :D
Thank you all for the feedback!
Glad to see generally positive feedback on my first Ludum Dare entry :)
Thanks to everyone that played! I definitely agree that the gameplay itself wasn't great; I was trying to get a proper story out and that took most of my time up.
A lot has been learned for next time :D
Thanks everyone for voting! :D
So happy to have made it into the top 5 for Mood, I'll definitely be doing more Ludum Dares in the future!
Had trouble playing the game, due to huge amounts of lag
AVG also says it's malicious.
The game seemed to run faster than it was supposed to for me, everything was sped up. I like the concept though :)
Love hotseat games, and this would probably be pretty fun with a friend. Wasn't able to grab one, sadly, but the game looks great!
That was beautiful :D
Fantastic, very simple but very effective!
Heh, my apologies for the buggy restart button. Freaking out with one hour left to submit will do that to a person :)
Thanks for the positive feedback everyone!
Had my 10 year old bro play through the game and suddenly became aware of glaring flaws. I need to have young children test my games more often!
Thanks for the support :)
Conceptually, it's pretty simple but it works well and it's fun. The fact that it's procedurally generated helps with replayability, for sure!
AVG is calling this one out as malicious :X Not sure why
I loved the idea of going in through someone's mouth and entering their body, well done there :)
Absolutely stellar artwork and sound. Loved the little comics and the 3D setting.
Unfortunately, the game was so buggy that I got stuck at a point with the comic up and couldn't progress. Would love to see this finalized :)
Hehe, despite the lag, that was pretty fun. Well done guys!
This game made me so, so happy.
Not that I know of, unfortunately. It was made in GameMaker: Studio, and I don't think it supports Linux :(
Thanks for all the positive feedback! I agree that the first cave is perhaps a little too difficult. My goal was to make it challenging and I may have overcompensated for that!
@sorle: I'm sorry to hear that! Beyond the opening, there isn't too much dialogue.
@nintendoeats: All you have to do is hold up!
@Lazdo: Thank you very much :)
Excellent sound and graphics! It was a little hard to get the monsters to eat sometimes, but I loved the frantic pace of the game.
Super charming game! I can't believe the whole thing is voice acted, too.
BEES??
I liked the blend of 3D and pixel art!
The mood is nice! Controls are a little unwieldy, though.
I had a fatal crash when trying to use the laser beam! Fun otherwise :)
Great interpretation of the theme! I loved the adorable animations.
Nice procedural generation! The character moved a little slowly, though, and I was able to remain invincible by spamming the spin attack. I like the artwork, and animation would have made it better.
Hi Kalthose, thanks for the comment! We're working on patching that fatal error out of the game now.
Thanks to everyone for the feedback!
The fatal error has been fixed!
I liked the customization! The dragon feels a bit overpowered, though, since I can regenerate health much faster than the enemies can damage me.
Cute character! The sound effects became jarring very quickly, though, and the controls felt a bit unresponsive.
Very cute!
I feel like I have a deeper understanding of American politics.
Impressive level of detail!
Hilarious! It was a little hard to get used to the same button being used for both dashing and attacking, but it was pretty satisfying overall.
I like how detailed the planets are! It's a little bit difficult to find them, though.
This was awesome! The use of random generation was perfect.
Excellent use of the theme! I think it would be great if the player was given more feedback from the house when they did a successful scare, but the overall mood is fantastic.
Very clean presentation! I loved the sound effects especially. The controls felt a little bit unresponsive at times, though, and I didn't understand why I couldn't change back to a human sometimes.
Nice graphics! I got stuck at the puzzle with the two bars, though; I got both bars into the red brackets but nothing happened, and it didn't seem like there was any button I could press.
The art is fantastic! I wish the protagonist walked a bit faster, though, and it was a little bit confusing at times.
Fantastic idea and atmosphere. I loved how you used the pottery wheel as a way to make the player think about their choice.
A fascinating idea! I was a little irked by how the paddle's different states had no overlap at all, but I really loved the visuals and the overall feel of dungeon crawling crossed with breakout.
For the boss fight, I often found myself unintentionally rotating when I tried to hit the ball at the very edge of the screen. Maybe having the boss arena be a continuous circle would help?
Thanks for the feedback, everyone! We're glad you enjoyed the game! :D
@oxysoft: Thanks for letting us know; the way the game is right now means it'll be hard to implement control remapping, but we'll definitely consider this in this future.
Nice take on the theme! It was cool how shapeshifting made the player more powerful.
I had a lot of difficulty getting the controls to actually trigger, but I loved the idea!
Brilliant tutorialization. I thoroughly enjoyed this one.
Very charming!
Nicely done! I love the atmosphere and the theme is very well implemented.
Tons of fun!
This feels like a fully realized vision! I really liked how the sub evolved as the game went on, and how the levels became more inhospitable. It might've been cool to have some moving hazards or other level design elements, but the game as it is is quite complete.
Thank you so much!
Really cute concept here, I had an A-ha moment when I understood what I was doing and then saw rapid improvement after that point. The rotating of the star space left me mildly dizzy toward the end, though I'm not sure how that could have been easily addressed
A really nice way to tell the story! The three eras being colour-coded was really nice for cohesion.
Phenomenal entry across the board; art and audio are top notch, great application of the theme, and the gameplay was both conceptually interesting as well as fun to experiment with. An extremely polished entry that feels like it could easily be expanded into a larger, full-scale experience.
My only feedback is that I think the difficulty could have scaled faster, but for a jam entry I really don't hold that as a negative.
Really interesting premise here, I like the interplay between freezing dice and moving forward a certain number of spaces on the wheel. I also hit the bug with getting the Spy when I should have gotten the Hero (which, whatever, it's a jam game) but I thought it was an interesting challenge trying to get the dice I wanted.
Nice work here!
Nice use of the theme! The weightiness of the controls contributes to the tense vibe you're going for. At the same time, I found it difficult to meaningfully strategize since the sharks move so much faster than the submarine, and they're very difficult to see. The audio balance jump-scared me a bit as well, which might have been intentional, but it might be good to even it out to build tension as well.
Hey, a fellow rope game! :D The art is very charming, though I found it a little difficult to get the hang of. I wish the game had coyote time or one-way platforms to smooth out the flow.
The art direction and atmosphere are incredible! I really liked the pacing of introducing new mechanics, and each tool felt unique and intuitive in the way it gathered information. It can be tricky sometimes to aim where to throw rocks/glowsticks; I would have liked if I could use the mouse to aim, or if there was a preview arc somehow. The level design was really good about not making this a limitation, though.
I really liked the flow of launching the submarine from the ship, flying through the air, and crashing down through the water. Dropping below the waves had a great feeling to it.
I felt that the optimal strategy for picking up items was just to repeatedly hold left, then right, zig-zagging rapidly through the water. I wonder if there's something that could be done to prevent that flow (either giving the player more sight below to react to oncoming items, or making the turn have acceleration to it)
Nice work!
Excellent atmosphere, and an impressive use of animation and FX for such a short jam! All of the interactions felt very tactile. I felt like the flashlight could have been a little brighter (or with further cast) to really highlight the space, but that didn't stop me from being able to play effectively.
The atmosphere vignettes are nicely assembled! I appreciated the heads-up that there were no jump scares. I found myself getting quite motion sick due to the way the look direction lags slightly behind the mouse pointer, though.
Nice execution of the multi-window idea! I appreciated the green lines confirming when things were lined up as well.
A pretty simple experience, but I really liked the atmosphere as you descend through the layers. It feels claustrophobic and a little unsettling, which makes the ending that much more surprising.
I really really like this premise and the presentation. I wasn't able to get my audio sync correct to pass the first level, unfortunately.
It took me a bit to fully understand what I was doing, but by the end of it I actually quite liked this! There was some interesting strategy in the various weapons and what benefits they gave you. I really liked how you could blow up chunks of the ground below to give little previews of where the enemies were without the use of the radar.
I feel like having the radar identify enemies as it was firing (as opposed to just when you let go) would help a bit with the difficulty here. It was hard to catch enemies even when I knew generally where they were.
The animations and general game feel were quite nice here. I liked the dual use of the umbrella as a floating device, and an attack.
Would have loved a little more leniency on death; starting over each time was rough. Nice work on creating a pretty solid platformer in so little time, though!
Really well executed for a jam game; tons of visual polish and I really appreciate the sense of humor and creativity in the upgrades on offer.
Loved this one, humor was excellent and the art was great. The gameplay was very simple but flowed really well.
Awesome job all around!
Played quite smooth! I enjoyed using the shotgun once I found it, and felt that the telegraphing of the enemy attacks was a nice touch for being able to avoid their projectiles.
I felt that the repeated gunshot sounds was a little grating after a while (especially the shotgun, which ducked the music).
The music kicked up as soon as I imploded the first time, so it felt like it was celebrating my demise! I like the overall vibe of the music and art.
I always knew I would one day be strong enough to destroy an entire aircraft carrier.
Loved this, especially the sheer quantity of different enemies to fight (and the player's growth throughout). I didn't really have much sense of strategy, though I did focus mainly on strength and that seemed to work out for me. Nicely done.
I really enjoyed this concept! Agreed with other feedback that this is a tough space where even though you added a lot of items, I came up with some that I thought were clever but didn't exist in game, which felt a little bad.
The initial few minutes of discovery where I realized what I needed to do were excellent, though. It was a "oooooh" moment where the concept clicked.
Nice concept! The randomized obstacles led to a few difficulty spikes, but the art is very charming.
I really liked the premise of diving between two different dimensions, and I was impressed by the atmosphere of the other world (graphics, particles, color grading).
I ran into a couple of bugs where I was teleported outside the level geometry, first by touching a guard and then later by sliding down through the ground.
I was also very impressed by an actual opening cutscene in a jam game!
The sonar pings are a cool touch! I would have liked if they temporarily highlighted objects of importance -- it was difficult processing which things were noteworthy through a very thin slice. Still, a very thoughtful execution of the theme.
I liked the atmosphere of this game! I struggled with camera controls (not sure if it was just my mouse, but it was difficult for me to rotate the camera) but was able to get past the first couple of floors. I liked the environmental puzzling of opening the safe.
Really enjoyed the art and ending music. Definitely a little cruel with the blind drops, but short enough that I didn't really get frustrated!
The mood and lighting are excellent! I realized that all 3 pill bottles were slowly descending into the floor, so I had to restart and speedrun them to be able to progress.
The constant camera wobbling made me quite motion sick and unable to continue after reaching the telephone segment.
Congrats on your first solo game jam! This is very cute!
I love the gentle vibe and the art direction. I would have liked a little more control; sometimes pushing with the mouse led to unexpected force or direction (might be something with checking mouse movement over just a few frames?), and dark fish can be hard to see against a dark background.
For the final score, I can see that it flashes the real score for just a moment before resetting to zero. Maybe something is getting called early on the end screen rather than when the player hits reset?
Definitely an interesting premise, I was initially unsure why I was dying but once I found a shop was able to buy a 3x3 upgrade it made more sense, and I was able to be more thoughtful about my progress. I still struggled to figure out which tiles were mines, but I've also never been great at minesweeper ;)
Really enjoyed the art and general aesthetic here. I felt that I only really had one card that did notable damage (the 20 damage card) and the others were somewhat ineffective.
I was very excited to see the ???? card come up, but it didn't do anything when I tried to play it.
I can see lots of opportunity for strange and interesting effects in this space, similar to Inscryption.
Excellent art direction! Like many others here, the inverted controls took a while to get used to, but it was cool having the pressure of this giant monster chasing you. It often felt out of my control whether I was hit by an enemy projectile since they go faster than I do.
I'm not able to play the game on Chrome currently; the play button on the website doesn't appear to be clickable.
Awesome idea here, and well executed! Scanning the terrain was a really interesting touch and I liked that you needed physical line of sight to actually 'scan' the ground.
I think I would have liked a bit more control over the physics. I felt it was a little floaty for a precision platformer, and I would have loved variable jump height to control my jump better.
Graphics and audio were excellent!
Well done! The hostile and claustrophobic mood is excellent executed here. It took me a bit to figure out how the gameplay loop works, but the theme is really well delivered.
I love how hostile the submarine is down to the smallest details, like certain valves not letting you even see the pressure gauge while they're being turned, or the launch code displaying in an entirely different room to the launch button. It felt like an escape room designed for a team of four, but you're just one person.
Really enjoyed the premise and the narrative accompaniment! I also struggled at first with not realizing I had to manually progress the dialogue, but once I got past that I was able to complete the game in full :)
Nice work!
Nice execution of the theme and the mood! The music and sound are great. I also liked the big eels and the plant life on the sides. Some elements were difficult to see, especially as we go further down, and the Z-axis was a little confusing; at certain points I'd be right on top of a light orb but I didn't realize I had to hit W to actually touch it.
Fantastic game feel here, an an extremely polished experience. The experience was simple but had a lot of depth and mastery over the control scheme, with some seriously satisfying sections that demanded you launch or fling yourself at high speed.
Well done :)
Nice work on this one, I appreciated the number of mechanics you were able to fit in, and overall the platforming felt pretty solid. I thought that the dynamic camera was well done as well, zooming out in the sections that needed more context.
I think that the heavy vignette effect made it a little difficult for me to see what was coming up in platforming sections, and I often died because I needed to make what amounted to a blind jump.
Great interpretation of the theme! I love the amount of game feel juice you've added, with the satisfying tally-up animation and the drill transformation once you've reached a certain height. Certain screens felt a bit unfair since I was placed in a spot that had no platform underneath me and fell instantly, but it's cool that the game presents this as a completion rather than a failure.