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manolo_rei

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201738A Small World👥The Underventure of Polinjam2093.663.563.333.764.363.583.313.93
201635ShapeshiftDie, Geometry!jam

Performance over time

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Fun vs Overall

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Mood vs Overall

Comments by manolo_rei

LD35 — Shapeshift

Die, Geometry! by Bravarda 2016-04-20T00:05:00

Hey thanks for the comment! Unfortunately we are having a LOT of problems building for platforms outside of Unity, but we're trying to solve it really hard. It was actually a good lesson: check your cross-platform build along the way, anytime you can.

Anyways, if everything goes right, by the end of the week we'll at least have a HTML5 version!

Die, Geometry! by Bravarda 2016-04-20T00:07:00

Sorry, typo there, outside of OSX we meant!

LD38 — A Small World

The Aliens by Nnnnneeeedddd 2017-05-12T14:03:04Z

This game reminded of a lot of newgrounds "infinite climbers"! I have really fond memories of games like Hedgehog Launch, thanks for bringing it all back.

Loved the particle effects. So simples, and yet really add up to the experience. I like the amount of things you can upgrade and the choices to make, but it is all really unbalanced. I choose the best cannons after two playthroughs and it was enough to beat the game. It would be good in your next project to save some time in the end to balance everything. A good idea is to limit the amount of mechanics/upgrades so there is less stuff to balance in the end, but the choices become more meaningful. Still, it's a fun experience and works great as a proof of concept prototype.

But 17 man! KEEP GOING! You're going far, just like my overpowered cannon rocket \o

Icarus Isolation by King Kujito 2017-05-12T15:25:26Z

All the work with the character and the visuals is absolutely stellar. Still, as pointed out above, controls are very difficult. I saw the video with you flying magnificently, but if on only the developer can do it it kind of breaks the purpose, doesn't it? I believe more testing with outside sources in the middle of the jam would have given you the path to better work the foundation of the flying the mechanic.

Also, the UI is absolutely terrible compared to the resto of the game. It's heartbreaking to see such beautiful animations and particle effects when the menu pops up and it's the default unity button.

But jamwise, you reached awesome heights. Great work Kujito!

Slimes in Panic by KayZ 2017-05-12T13:44:26Z

Hey KayZ! I see your game could greatly benefit from a better "Onboarding" process, which is quite necessary for strategy games. You see, when you begin games like Civilization and Age of Empires, they go to great lenghts to slowly unfold through play the mechanics, dangers and supports of the game. That's why it's kind of risky to make a strategy game in a game jam.

That's why I became very confused at the beginning, with no real understanding of what I could and why exactly, even reading your description. Still, the whole puzzle-like quality of reaching a balance between road placing and building could lead to very interesting situations. By your description of missing features I believe it would be explored in a really cool way.

As @nomaki said, it is an excellent base to work indeed, but very overscoped for compo. I hope you learned a great deal, and don't give up on this project! Follow through and see where it will lead you!

Tiny Battlehex by meisterfuu 2017-05-12T14:16:50Z

Awesome game and concept, but I really didn't like the inputs. They were sometimes unresponsive and to me they didn't make sense, which was aggravated by the fact that I am using a trackpad. You may wonder "well, trackspads aren't made for games" but that's what I have at may disposal. It's a choice of losing a gamer to make something more universally workable.

Still, I really like the amount of choices I had to make the whole time. Choosing the tiles, observing the enemy movement, moving my troops from my forward bases. It could really become an awesome multiplayer game. However, this became a problem also, because so much to look at with that much speed became a little unnerving with time. I ended up quitting because it stopped being fun. Maybe diminishing the game speed overall or even thinking about a real-time turn-based style game, like Frozen Synapse's.

Still, you guys did epic stuff for a a tiny jam. Great work!

AETHER CRYSTAL by fanna 2017-05-12T15:16:52Z

The music and the visuals are the high point of this game for me. The problem with the mechanics is that moving is too slow and you have to move all the time. So I guess the music and visuals came at a high cost in the end. Just clicking and moving became monotonous not because it is inherently so, but because it didn't feel good to do it.

It's good practice to make the base mechanic of a game absolutely tip-top before going so far to music and graphics. Maybe next jam if you combine this prowess of pixel art and sound design with a solid mechanic from the start, something really epic is gonna come. Great work fanna!