FoonLudum Dare ExplorerUsers → Martiniano Marelli

Martiniano Marelli

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202148Deeper and deeper👥Vain Vulletjam18612.592.402.672.293.013.263.59
202047Stuck in a loop👥Loop Landjam4303.763.483.474.084.083.903.483.62

Performance over time

overall score (left axis) percentile (right axis)

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Fun vs Overall

Innovation vs Overall

Theme vs Overall

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Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Martiniano Marelli

LD47 — Stuck in a loop

Faithless Land by Swynfel 2020-10-06T02:46:38Z

A nice find! I'm a big fan of card games, and this is a fascinating one. The idea is simple and easy to grasp, but after a while playing it just oozes potential. There's a nice amount of content with many cards.

Additionally, the theme of fighting yokai makes it a quite refreshing concept.

My only real criticism is with the audio, as there isn't enough. Playing cards, as well as enemy attacks, feel awfully silent. The music, as well as the artstyle, are excellent and very charming, however. I congratulate you for figuring out such a fun take on the genre, and giving it such a great theme.

However, i did run into some bugs here and there, such as the Carving card not working and the game crashing on me not too long into it.

Beat Bash by Overlook Studios 2020-10-07T00:43:45Z

Full of charm in the music and design, this game's gameplay is both straightforward and thought inducing with the way the player must manage resources in real time. A pretty fun card game with a rhythm theme that doesn't demand some inhuman reflexes (Something i totally appreciate).

As for critique, the game is pretty solid, but from my own point of view, gold could have a couple more uses, to allow for more flexibility.

Excellent work nonetheless, and congrats!

LD48 — Deeper and deeper

CTRL BASE ZERO by ted 2021-05-03T06:02:17Z

It's amazing how good the setting and mood is. You managed to perfectly capture the eeriness of small, empty and pristine spaces which was only improved with the music. I really hoped to see how it'd finish and then all of a sudden, it was over!

Puzzles were kind of a drag though, as they boiled down to pressing a button...

Good work, hope to see more!

Photographic Memory by hadesfury 2021-05-04T01:19:06Z

The way the puzzles worked were both fun, interesting and somewhat of a drag. Since you had to focus the pictures, frames, zoom etc, without anything to compare, it felt at times i was just guessing till i got the right picture. The idea though is neat with lovely visuals!

A Watch or The Incredible Shrink by A-Flat Miner Studios 2021-05-04T00:52:30Z

Loved the concept and creative puzzles. The gear turning one felt off at first, specially the last segment where the screen blacked out and you had to turn them blindly, but i got the hang of it. But the art was totally excellent with that elegant and charming look to the devices and eyes.

Deeper than Beyond by Runuchok 2021-05-03T18:23:51Z

I played this and got surprised how immersive the setting was. The simple minigames don't get repetitive thanks to not being overcomplicated and how much you jump from one to another. The command console was also a neat touch.

Although personally the Gyro ball just isn't good in the same bubble as the other puzzles, because: Pressing the directional buttons never feels like it's "enough". The wild, multi directional movement of the ball is barely affected by your own input, and you can only hold 1 button at a time.

In this minigame, you have to constantly do something for extended periods to get minimal profit. Meanwhile, other minigames have shorter actions the player has a more preciste control of, such as the wave calibrating minigame.

That aside, this game was very fun, but could really use some audio. Silent games feel off, specially one with visuals as good as this! Congrats on making something of this quality.

Legendelver by DroidDare 2021-04-28T19:31:52Z

I do like the game's mechanics and single card turns for extra challenge, albeit i dislike how you have to scroll just to see just one more card in your hand, and the total lack of sound. Aditionally the Delve cards and mechanic felt quite... Confusing for me.

Healer Simulator by Don Fouts 2021-05-03T22:50:23Z

You did a great job conveying the feel of early online games and this was only made better by that small plastic frame. I did kinda not understand how to get mana back, but that's on me. Fun game!

Delve by notpresident35 2021-04-28T17:57:24Z

Impressive entry! While simple in execution, it's nontheless charming and got me hooked right away. Between the music and the fact your shots sync with it, and the straightforward gameplay, it's a fun game with plenty of room for evolution.

One issue i do have is the way the stage shakes as the platform drills down, particularly. The movement isn't very pleasant to see for too long. A simple solution would be to lock the shaking to the Y or X axis, but that's just a nitpick.

Overall a great entry, and great job from you two!

Wink! by KP_CFTSZ 2021-04-28T19:43:42Z

Very fun! I was surprised and surprised me even when i thought i knew what to expect. I even thought for a moment my files were in ACTUAL danger!

What i would change: Maybe add a couple different "minigames" picked at random on every key? The comedic value of tipying in your credit card numbers never gets old, but some variety on gameplay would be cool!

Dive into the abyss by xiyou 2021-05-03T07:05:34Z

I gotta say, i hardly see card games that take "Less is more" and push it to such extents. I like the idea of Lifedecking as a double edged weapon for enemies. But i have to say the deep sea theme is broken by the lack of relevant name cards. Also, the immersion of this game, granted it's a beckbuilder, is just impressive. It's hard to make a game feel like this, so hats off!

Really great quality in your game, and i can't wait to get updates!

Swab the Deck! by dans17 2021-05-03T05:53:32Z

It really surprised me. The overall artstyle, while inconsistent, shows a good amount of quality. The deckbuilder style gameplay combined with real time action strategy was a nice, fresh mix that suited the flavor of ship combat perfectly. One complaint i do have is lack of audio / visual feedback for most actions, as without it many things feel empty to say the least.

Overall the entry was amazing and a pleasure to play!

Sewer's Plague : Into the nest by Nicolas Revillon 2021-04-28T18:09:32Z

Really liked the concept and art, although unfortunately it felt off to control, not because of the movements and actions per se but rather, a delay of sorts i was feeling.

However that aside, i really liked the game and hope you can sort that issue out!

Gone Dark by Theg 2021-04-28T18:47:55Z

We hardly see games this immersive, so good job there! Like with many others tough the pointer arrow and the fuel rocks weren't that clear, but some visibility tweaks would completely fix it.

Jumping Crabster by inque 2021-05-03T06:35:16Z

That was something. Controls were like a surreal version of QWOP although i couldn't really wrap my head around what each button did... but when waht i did somehow worked, man it felt nice!

Under New Management by BEBADBOI 2021-04-28T19:25:36Z

I really loved the way lighting was used (And the fact you can actually ring the bell)

But it'd be better if there was some other goals to push yourself to actually do scary stuff.

Aditionally, more music would do wonders for the game. That moment in the hallway? Absolutely terrifying, by far the scariest moment on the game.

Vain Vullet by SwiatowskiSoundDesign 2021-04-29T07:16:36Z

@aboogoost Glad you liked the overall game, despite the issues.

The controls combined with the map and enemies, yes, are somewhat problematic. We were on a rush, and didn't have time to properly test the game. It feels as if the issue is due mainly to the speed and behaviour of the enemies, however.

As for the movement you mention, it's actually quite similar to an on-rails system, which is quite common among the games that inspired the original idea (Killer7, House of the Dead) The small building with narrow rooms, however, had to do because we ran into issues getting most of the animations and models properly into the game (But Scout and I finally solved it!) so sadly, actualy game execution and polish does feel lackluster

@fosf0 Haha, the controls admitedly can be awkward, which was expected from such an unconventional system. The goal was to merge together the controls of Resident Evil 1 to 4 with that of on rail lightgun shooters of the arcade era. We'd need way more time to properly polish them along other variables. And thanks for the compliment... I worked nonstop to make sure every model looked somewhat ok for LD standards, mesh, texture, animation and all!

And the clipping... Yes, sadly we had a single coder who was already overworked by the project. Issues like that were bound to happen, but we decided to focus on making the game somewhat work.

All in all, the game is intended to be more of a gameplay experiment, the way thought of it while working. I really wanted to see if the controls in Vain Vullet could work.

Anyways, i do appreciate the feedback. More linear stage design would absolutely benefit the game's pace without having to sacrifice the movement. Thank you for your opinion on our game!

Vain Vullet by SwiatowskiSoundDesign 2021-05-03T20:57:19Z

@skoopidy @lesha-lozhkin Yeah, the game's controls were inevitably gonna be awkward. Being such a big change of the norm we had no choice but to do what felt right. Granted, the controls "feeling" off can be attributed to enemy and level design. If we ever make a post jam version I'd like to make sure we check on all these factors.

The core idea of the game was to implement the arcade feel of on rail shooters with a more dynamic stage progression, and this game is by no means the best execution, but i have high hopes for the direction and concept itself. I would love to keep working on this to make it a proper polished game someday.

Vain Vullet by SwiatowskiSoundDesign 2021-05-04T18:22:37Z

@joonamo It's a pretty odd thing to say, but the game was gonna have strafing. The very first test had standard WASD movement with Q and E to turn to the sides. However a couple communication issues on my part ended up having the game use tank controls.

Also i never modelled for a first person game before... Which is the reason for that uncanny arm. I admit he gun swaying around proved to be the main challenge to tackle modelling wise, though.

Water Water Everywhere by Yuoh 2021-05-03T05:38:10Z

I honestly had no idea if what i did was good or not, neither if i did finish the game. The game would greatly benefit from even the simplest of sound effects, but the way you interact with the enviroment was absolutely impressive and definetly shows potential.

Dwarven Depths by steelax 2021-04-28T19:11:59Z

I do like the idea and execution of the game, specially fond of escape room games. However i did run into an odd bug where you could "fly" along the broken stairs and skip a puzzle.

Additionally the throne room got quite laggy due to particles.

And, just a little nitpick... But in the jewel area it feels kinda weird to have the voice outright tell you the answer to the riddle after a placing down the first gem right.

All things considered, it was a very fun experience nontheless, and smashing wood with a hammer is always fun!

Congrats on your very first LD entry, hope we see you again!

Brawl Of the Deep by Kofuku 2021-05-03T06:18:56Z

This was a pretty damn fun game. From flavor to visuals and gameplay, this just feels pretty fun even if it didn't have all that much to do with the theme.

The boxing mechanics where you control each hand separatedly feel fun and great, although i would have preferred to use right key to punch right instead of the left key.

As a side note, the game could really use a "counter hit" mechanic of sorts to stop the opponent from attacking with your own atatcks... It's weird to see them wind up a punch for you to hit them, then get get yourself!

Anyways the simple gameplay just feels like it could make room for some very complex combat with very few mechanics. Would love to see more in the future and congratulations

P.S. Maybe make more clear the blue bar is your HP and the red one is your enemy's by changing the placement or adding a gap between them? Maybe outright write it on top of each one.