Foon → Ludum Dare Explorer → Users → markeryjane
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Monthkeeper | compo | 160 | 3.55 | 3.30 | 3.52 | 2.05 | 3.20 | 3.42 | 2.11 | 3.21 |
everything about this just works so perfectly together to make it extremely funny, i couldn't stop laughing while playing.
great title and art. I was surprised at how many different frog types there were, at some point I stopped reading the descriptions each time I got to the shop and just bought whichever one I could afford. I feel like lighting up the tiles around dangerous frogs could have been a little helpful, and the scoring effects could have been a little more exaggerated. overall, it was fun and the amount of depth was impressive.
I love the idea. I only played against the ai and found it a bit simple because I only had to focus on placing random boxes to win. I tried to play more defensively but I found it hard to see where the ai's last move was. I liked the art style, it reminded me of some vague memory of playing computer games as a kid.
that was really fun. The very start is chaotic and sometimes you instantly die before you even get to do anything. I loved the gameplay of eating the dead tails and being able to eat your own tail was really cool too, though the dead pieces could have been a slightly darker color or something to visually differentiate. The core gameplay itself is really well done.
i'm devastated :O the peaceful vibe was set up so effectively that i couldn't believe the ending. i love the simple design of the core mechanic as well.
great game about the futility of our actions
the concept is really interesting and unique. art and animations are great as well. I stopped playing at some point because I wasn't sure how to make money besides just taking photos of the same pocket men over and over to sell them, but maybe I missed something. overall I thought the mechanics were compelling and the presentation was nice.
the rhythmic chanting of nom was very enjoyable. had to play until the frame rate became unplayable
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great sound design and vibes. the loop of trudging through dirt and then being able to move more quickly along the paths i'd carved made mapping out the space pretty enjoyable. i didn't really pay much attention to the worms or the meters. the atmosphere was perfect and i wanted to explore more areas try to dig up secrets.
fun game. I think having scrolling through the level mapped to the scroll wheel might have been nicer because panning up and down to see where everything was felt a bit slow. I liked the balance of how much control you feel like you have over where the pieces go. Some sound effects would have really added to it, but I still enjoyed it.a lot, great work!
that was really fun! graphics and sfx were perfect
I was able to clear the first 6 levels but then my puzzle solving abilities wore off. I still enjoyed the last 2 puzzles even if I couldn't find a solution. this was a really well designed game. the way the puzzles unfolded felt very natural. a way to speed up the beetles might soften the trial and error process a little in the more complex levels. overall I had a lot of fun, I loved Chu Chu Rocket as a kid so I got really excited when I read the description
breaking the buildings felt good on its own, but i think the monster could feel weightier and have more of a sense of scale. the timer could have been more noticeable as well, i wasn't sure what happened at first because i was just suddenly sent to the main menu. beside that, the execution of everything else was nicely done.
the scope is impressive, and the idea of a rhythm rpg is really cool! but I wasn't able to get very far because of n-key rollover, basically my keyboard had issues detecting the J and K keys at the same time, so any time a song had those two notes at once I would miss one of them, unless I played a flam across the two keys, which was kind of fun in and of itself but added an extra layer of difficulty. I also wished the rhythm part had been given some more polish: the notes all being the same white square makes it hard to differentiate, scoring/missing could use more feedback, and I felt myself wanting more variety in the rhythms rather than just straight quarter notes (maybe just didn't get far enough, I was only able to beat the first few battles). the music was nice though, and I probably would have tried to 100% the game if I didn't have the keyboard issue.