Foon → Ludum Dare Explorer → Users → Finn
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 34 | Two Button Controls / Growing | Hands On Mining Inc. | compo | |||||||||||
| 2015 | 33 | You are the Monster | I am Malware | jam | 365 | 3.40 | 3.40 | 3.47 | 3.63 | 2.95 | 3.83 | 2.56 | 3.16 | 36 | |
| 2015 | 32 | An Unconventional Weapon | Budget LARP | compo | 866 | 2.83 | 2.90 | 2.50 | 3.11 | 2.54 | 2.54 | 3.21 | 2.92 | 53 |
I'm not getting any feedback. Did I just kill the robber, or did he make it into the store, I don't know. And there's no penalty for them getting into the store either.
Good music and gorgeous lighting. The graphics have a nice bevelled look to them despite being (what I assume to be) just pixels. I wouldn't call a boulder an unconventional weapon though.
Randomisation is a good thing, and I also like how the character changes hue to show how damaged he is, though it can sometimes be hard to see in the dark.
If I were to improve it, I would allow the player to push the boulder while rolling it, so it out runs the player. I would also eliminate the use of the mouse in the menus. If I want another go, I would like to just slap the spacebar and start again, rather than reaching over to the mouse. But now I am nitpicking.
An ok idea that I feel was let down by lack of polish and wonky controls. Using left and right click in conjunction isn't very tight. I would've made it so that holding left click rotates the Earth and removes radiation, so that the player can rotate the Earth while they're clicking on a radiation symbol. It removes thinking time and frees the right mouse button to be the launch nuke button.
Not gonna lie, when I saw the screenshots, I thought this'd be bad. I was proven wrong. This is a very good idea that I've never seen before! It's fiendishly brutal too! The text could do with a rework, some font sizes are too small, and some text colours are hard to read against others, but it is brilliant!
I love the idea, but don't like the execution. I found that my biggest threat was overthinking things.
"Ok, so I shouldn't trust my hallucinations so it MUSN'T be door 2! No, I was wrong. Ok, it is door 2. But he's saying door 2 again. He couldn't be right twice, can he? Nope, it was door 2."
"Jesus it was door 2 three times in a row!?"
"Ok, so that investigation guy said always take door 3, and he was right the first time. So I should go through door 3 despite the painting saying door 1. Nope I was wrong"
Then I gave up because I couldn't be bothered to walk down the hall for the tenth time, and I was using the sprint button!
I was expecting it to be a 'Detect the liar' puzzle or something, where you have 5 or so paintings and only one tells the truth. "Listen to me, painting 2 and 5 always lie" "I always tell the truth, it's door 2!" "Painting 1 always lies, it's door 3" etc.
Great idea, though bit irritating to change a channel and get instant death.
Wish I could turn around. Good idea though I could only figure out how to make one weapon. Could make some other combinations more obvious?
Very nicely made, considering you only had 48 hours. Would've liked the tiles and the font size to be bigger, though, even if that means having to scroll/pan.
The theme doesn't seem to fit in well, I understand that you are against a foe with the weapon of nature, but other than limited the number of fertile tiles, nature isn't really doing much. If anything, the tribesmen themselves are the foe, to each other and you.
At the moment, it's a very basic idea that could blossom. I enjoyed it.
Doesn't seem to work.
Windows link is the same as the Web link and you haven't included the source code, which is stated in the rules you must do if you are entering the compo. Sorry to be an arse.
The game looks pretty, with very nice vine physics, but I think some of the effort that went into the vines should've gone into the polish. I can throw my spears through the floor and lose them and I can get stuck on the ceiling if I jump into it.
Excellent game, a joy to play. Was also great fun to watch be developed!
I don't quite see how a mech is an unconventional weapon.
Also Att2 is overpowered. I just spanned Att2 Dam+ and ocasionally put points into other things. There's not much incentive to use Att1 at all
Immediate recommendation: When submitting Ludum Dare projects with GameMaker, export your game as a Single Runtime Executable, this means the player doesn't have to install it and can just delete the exe when they're done with it.
When I go into any of the menus, the flame effects appear over the banner. Though that is some gorgeous lighting! That's the kind of lighting I dream of having in GM. Either you're a really good GML programmer or you cheated and used someone else's lighting engine XD
It's a bit redundant to have the Instructions menu in there if you're going to display it when I click Start anyway.
The goblins kill you too quickly, by the time I notice they're hurting me, I've died. This is especially irritating on the second goblin in the game. I can't hit him when I'm on the higher ledge, but if I take a ledge down, I'm now in range of him but he is also in range of me, and basically insta-kills me.
I couldn't play much more before getting frustrated with how quickly goblins kill me. Which is a shame because this game is beautiful and I would've liked to have seen more. I think you've wasted too much effort onto the background art, since it's so dark I can barely see it.
I think just a bit more polish could've helped it.
Colourful art style with pretty pixel water effects that I feel has minimalistic gameplay. A lot more could have been done. Font size is way too small and a red dot only a few pixels big as a character with a red contrasted background I don't see as good design.
Great colour, aesthetics and idea, very awkward to control.
I figured out that the snake takes damage when the bullets dissapear when they collide with his head, but the robot doesn't seem to take damage at all from this logic. So it needs feedback if you're doing damage to the bosses.
Couldn't figure out how to kill the robot, I assume you need to direct his own rockets into him, but the room was so small and jumping seemed to not work half the time.
Best graphics and sound I've seen this LD so far.
Good idea, well executed. I like that you can hit guards around corners if you line it up right!
The physics are fantastic, and it is a super cool idea. I love it!
Though there seem to be some balancing issues. As the asteroid splits off into smaller pieces, it becomes easier to control and is more easily by gravity. This makes sense, however I beat the final screen by clicking on one side of the screen, letting the tiny asteroids fly off-screen then clicking on the other side. Because of their low resistance to gravitational pull, and their small stature giving them high acceleration, it was like a carpet bomb across the room, nothing could survive. If you are going to split off the asteroid, I'd introduce more enemy types that can withstand the potential of such destructive force.
Can't run because I'm on Chrome. Is there a download version?
The collision detection is quite off, and as a fellow GM developer I know how easy it is to mess up collision. The hitboxes appear to be too large, and I can't quite tell if you've used precise collision detection (if you have, I would turn that off).
The idea of an Out of Body Experience mechanic is nice, but I feel that the level design doesn't do it justice. The game can't seem to decide if its a puzzler platformer where it uses the soul mechanic as a way of challenging the player to move around the map, or if its an action platformer where you go beat baddies.
I like this idea, but I feel as though a little bit more polish could've gone a long way.
Excellent, truly brilliant.
A massive suggestion I have is cut down all the text into smaller passages that are slowly typed onto the screen, similar to a visual novel. Seeing lots of text at once really puts off a lot of people, but if it is slowly drip fed in smaller chunks, people can read shit tons.
Personally, I'm not a fan of this style of dialogue puzzles, but it seems pretty solid.
Short and sweet, I liked it. Did have to do a bit of pixel hinting to find the branch, and the mouse acceleration is abysmal, but that's a quirk with the AGS engine. Art is stellar, though her head looks a bit odd.
Mouse isn't locked to the screen, so if I push it too far to the right and click, it minimizes the game.
Quite a nice game, I like it. I would say that the combat feels a bit stiff for what it's trying to be, it's not as nimble as I would've liked it.
This is pretty dire. Gravity and terminal velocity are not high enough, the jump button flat out refuses to work sometimes, collision detection with the spikes is appalling, there should be checkpoints when you enter the next room, the mother and father sprites don't even flip when they change directions, and to be honest, I'm not even that impressed with the background effect, since that's just parallax scrolling.
It's something different. I do like a well done "interactive storytelling experience". Though would be nice to have a bigger port.
That is why you should play the tutorial. It is explained that you usually have to go back to the start of the level to finish.
The game is very pretty and controls very well, it's been polished to a mirror shine. It's just a shame it's not very eventful, there's not much to it.