FoonLudum Dare ExplorerUsers → Marvin Chong

Marvin Chong

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202149Unstable👥Ecna Lab Breakerjam15142.332.042.542.973.592.852.022.76
202046Keep it alive👥Feed The Monsterjam5433.783.663.524.414.113.773.973.79

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Marvin Chong

LD46 — Keep it alive

Keeping Your Fire Alive by Louis Hong 2020-04-24T06:04:24Z

The hook at the start was brilliant, it definitely established the tone and mood of the game. The ambient noise added to this, but I wished that there is some variance along the way (ie switching between different sfx files).

The first time I run into the part where I chop down a tree and saw the red eyes were amazing. The narrative was starting to build up and it kept me hooked.

I quite hoped the game had more mechanics, aside from attacking trees and keeping the fire alive. Maybe there was and I missed them?

There should have been more visual cues to tell the player what to do. I was able to figure out what to do because I spam clicked everything and learnt from what it did. Since the game is simple enough, it is possible, however, it would be a better user experience if there were some visual cues.

Also, I am not sure if this is part of the game, but I chose the option where you stay for a while longer, but the text box said code breakpoint or something, that kind of broke mood for me.

Overall, a solid entry.

Keep Plant Alive by adafish 2020-04-24T06:16:31Z

The game is pretty okay to me. I really appreciate the level design, it is not easy in such a limited time frame.

I wish there was more responsiveness behind controls. For example, when the you click on a spot to walk to, there would be an arrow there or something, just like some sort of indicator.

The gameplay felt static after a while. I was just spamming left click and right clicking any item I see. It was okay at the start, but it felt stale after a while. The enemies began to feel more annoying than challenging.

The character models do work, but felt a bit iffy, especially when the characters start fighting, other than that, they were okay.

Overall, it is a functional game and it works pretty good.

Macho Malcolm: Smashing Guard by Bamallama 2020-04-24T06:23:02Z

I definitely have to agree with some of the comments here, the hitbox collisions felt a bit off.

Other than that, I really enjoyed this entry. It was humourous, enjoyable and addictive. I kind of hoped there would be an interactive tutorial at the start, but since this is a jam, you can ignore this one. The game took a a few tries for me to get used to, like knowing how to punch the cars correctly and knowing how to navigate around, but after I did, it was an awesome experience.

The visuals were also amazing, and I especially love the blood splatter, it really enhances the feel of the game.

The sound design could be worked on to give impact to the gameplay, but I think it is still okay.

Overall a good entry, keep it up!

Keep Gannet alive by Monish Vyas 2020-04-25T07:39:53Z

Athough simplistic, the game was actually really fun to play!

I really enjoyed the three different slots for different food you should be avoiding, and I like how they change as well. This adds variance to the game and allows for a linear increase in difficulty. I was hooked into the game before I knew it.

I would implement a life system (ie eating three poisonous food will get you killed) so that the gameplay experiencce is less short-lived.

I also wish that there would be more gameplay responsiveness, for example, when a poisonous food is approaching, the screen would turn red or something.

I felt like this game could have had more mechanics (though the food switch up and having multiple poisonous food accounts for this) just to spice the gameplay up.

Overall a solid entry, keep up with the good work!

Feed The Monster by Svalinn85 2020-04-25T07:31:17Z

@antti-haavikko Thank you for detailed feedback, we really appreciate it. We will be on a look out for those things!

Lil Monsters by Tyler Anders 2020-04-24T05:51:38Z

Amazing! The visuals were the highlight for me. Everything of it, from the animation to its colour, they were simply amazing and added very well to the theme of the game.

I would have preferred it if the buttons were responsive, and if there was a feature where you could move the camera around to see your surrounding.

The physics of the game were a bit unnatural to me. It's a bit hard to describe, but they felt too much like cardboard paper.

In terms of the challenge, there was no linear progression in difficulty, and it felt a little repetitive as I dove into the game.

Overall, it is a pretty cool game.

Torchlife by Lazy Bear 2020-04-24T06:39:29Z

I think this game has a lot of potential, the concept is very good. I liked the checkpoint system, it definitely adds to the artistic essence of the game.

The game physics were a bit iffy. When you jumped, you couldn't control where you were going to land. I know that mimics real life, but it does not feel player-friendly.

The challenges were pretty cool too, they added variance and taste to the game.

I do appreciate the level design, the lava bit felt a bit off because the textures looked very pixelated.

Frankly, I did not get the fire passed the wind part at the beginning (lol), but I explored around without the fire.

Overall a solid entry.

LD49 — Unstable

Unstables by joonamo 2021-10-16T16:40:42Z

This is definitely the best game I have played so far. Everything was so well done, from the music, sfx, visuals and gameplay.

If I am super picky, more SFX would be nice, like galloping, random horse sound effects to make the experience more lively, etc.

I commend the game for its amazing ragdoll physics and animation (both for the horse and the person). It looks and feels very nice. The overall visuals of the game looks really good, and it is fitting with the tone and mood.

I wanted to complain that the game is too difficult, but I am seeing that everyone is getting really high scores, so maybe I just suck.

Again, really amazing game.

Short Fuse by beats 2021-10-16T16:10:55Z

I really like the twists to the instructions. The clock was a great introduction to the game mechanic and got me hooked immediately. At first I had to turn it off, and then I had to unplug it, and it took me two more tries for me to realize that I had to throw it out the window. Speaking of throwing things, I like the animations and SFX for things being thrown around, definitely adds to the chaos of things. There were other SFX as well, like the cow moo and chicken, which added a lot to the humor, really cool touch. The stress meter is a great addition that gave me good feedback on how I was doing and the impact of my actions.

The mood and humour of the game is definitely the game's strong point. Even though I kept failing at every step, I was captivated and continued to retry until I actually left the house. The game mechanic on its own is not very interesting, but you have managed to make the game fun with the twists in the instructions and the humour.

A simple game, but an effective one. Keep up the good work!

Nightmare in the Nuthouse by TheseusInABottle 2021-10-16T00:55:51Z

This game is REALLY difficult. Some fine-tuning to the character's movement speed and enemy's patrol patterns would make a huge difference.

Some audio and visual feedback for the player would be nice. For instance, when you get spotted, the screen shakes a little bit, and maybe there is a red vignette.

Also, to add to the "unstable" theme, perhaps some environmental sound effects, like the prisoners talking, or screeching, to themselves, would add to the unstableness of the environment.

Aside from that, the enemy AI is really impressive.

Mothew vs The Light by Spice Cabinet 2021-10-16T02:17:45Z

To me, the strength of this game lies in the visual aesthetics and the tone and mood. I like the calm music, the mist, the chill dialogue and the beautiful animations. The SFX are good, but I wish there were more to make the game more immersive, like walking, jumping and getting caught by the light.

I felt like the gameplay was good, but there is certainly room for improvements. The wall jumping mechanic and gliding mechanic didn't feel right for me. I wish you could also see more of the level. A lot of times I am not sure where the lights and platforms are because things are so huge, and you can only see so little. So most of the time, I had to improvise and trial and error.

I really appreciate the fact that there are multiple levels, and the game gradually introduces the game mechanics as you went on. I think this is the only game jam I have played that did this, so that's really cool.

Overall an awesome submission.

Ecna Lab Breaker by Marvin Chong 2021-10-16T02:28:38Z

@binary-coder @cireneikual222464 @the-fazzo Thanks for the feedback! We have fixed the bugs. Going to full screen should work now.

Ecna Lab Breaker by Marvin Chong 2021-10-17T13:42:49Z

Thank you @adafheyesh, @beats and @retrome ! I plan on building on this game, so the feedback is highly appreciated. Giving the players visual and audio is definitely one of the first things I want to fix for this game. I have already implemented a back-bending mechanic where your character leans towards the side they are falling towards (like Death Stranding), which should hopefully be a useful indication for the player.

Also, congratulations on beating the game @adafheyesh. I forgot to fix the screen scaling for the ending screen there, so I got to get that fixed. Thanks for the heads up!

History Towers by retrome 2021-10-16T15:19:11Z

Awesome game! The game was very easy to get into. Not only is it because of the simple controls, but because the swing at the top is a good indicator to the player that we should be dropping blocks on houses in a way that it wouldn't slip and drop.

I was very impressed by the physics of the swing and the movement of the building as the ground shook. Everything felt very nice and smooth. The camera shake with the buildings moving gave me a good sense of height, risk and danger, which adds to the mood and theme.

There were several cool things about the visual aesthetics. The 3D house blocks look nice and the 2D sprites, clouds and buildings in the background were a good touch. I also like how the 2D sprites came in different colours. However, I do agree with some of the comments here, there is no visual theme, and so it felt like there were different visual elements that didn't harmonize.

Overall an enjoyable game. I applaud the developers for trying something new with mixing 2D and 3D visuals.

Unstable Atoms by Harmadillo 2021-10-16T01:26:28Z

I applaud you for the very unique and innovative concept that is very well-connected to the theme. I agree with many of the comments here, the game is too difficult and I feel like I have very little control over the game. Balls are flying everywhere really quicky and enemies can travel great distances really quickly. Fine-tuning some of the values, like the speed of the player, enemies and projectiles, would make a huge difference to the game.

But I can somewhat understand why electrons and gamma rays are flying everywhere, since that is central to the physics and as well as the theme. So I guess, fine-tune, but still maintain that essence?

I am not sure if the aiming works well. I try to aim at a direction and shoot, but my electron seems to launch at a completely different direction. This is also adds to why I feel like I don't have much control over the game. I ended up walking to higher levels and trying to take over stronger atoms.

While there is a good attempt to tie the game mechanics with physics, I don't think it fits 100%. For instance, why you can pop protons, neutrons and electrons, and why that allows you to "transfer", whatever transfer means in the context of physics. However, it is understandable that the game mechanics do not fully adhere to the current understanding of the laws of physics since the game still needs to be a game.

Still, the connections that the game mechanics make with physics, like larger atoms needing more electrons to kill, is very creative.

I do appreciate the visual feedback. Like when you are running low on electrons, you flash red, and when you have too many, you flash green. Perhaps there could be more feedback, like camera shake, music changes (like when your Pokemon has low HP in the games).

Considering that this is a compo, what you made is very impressive. Keep it up!

D.A.D Logistics ltd. by Xparker 2021-10-16T15:58:09Z

Nice game! I found the balancing mechanics pretty interesting, and they are very relevant to the theme of the jam. However, the game gets a little boring after a while since balancing the crates is the only thing you do. There is also a lack of control on how the ship does when it is travelling.

The music is awesome. However, I felt like the SFX are too loud, especially the wind, but I do appreciate the ability to adjust the volumes of different groups of sound.

Also, I like the name of the game. Overall an enjoyable experience, awesome job.

Nucleus by mrBell270 2021-10-16T16:30:16Z

This is a very impressive game for a compo! The tone and mood is amazing. Everything, from the visuals, music and sfx really gave off a good vibe. I like the visuals for when the nucleus is about to spit out something. There is a nice informative and beautiful charging animation, and a nice sfx that gets me ready. The arrows that show you where the electrons are going to come from is a good touch as well.

However, I don't think the gameplay is very fun. After deflecting a few balls and pressing spacebar a few times, the gameplay becomes very repetitive. It's understandable that since this is a compo, not many game mechanics could be added. But if this game were to be expanded upon, more game mechanics would be nice.

Overall, a beautiful and well done game.

Unhinged Magic by RudyMakesGames 2021-10-16T00:46:34Z

A pretty interesting concept. I found the game a bit too difficult, but perhaps it is because I am using a trackpad. Perhaps adding more power ups to the unstable powers of the wand? Like speed or damage boost. I think this would give the gameplay experience more variety.

It would also be nice if there were some SFX, it would give the player audio feedback and improve the game's overall experience.

Nth Space by thetotemguy 2021-10-16T00:38:10Z

Really enjoyed this game. The gameplay is innovative and interesting, and the music is cool but isn't distracting, suitable for a puzzle game. The main feedback I have is that the camera is really hard to use. In my opinion, it accelerates too fast. Moreover, the game mechanics isn't very intuitive. I wasn't sure why on some levels the cube would be able to activate the platform on the second dimension, and not others. I felt like a few simple levels that allow the players to get an intuitive feel of how the spatial change works would be good.

Also, I am not sure if this is intentional, but I had to put cubes through the glass wall in the 3rd dimension by walking into the glass wall. I couldn't find any other way to solve the puzzle.

DIE: Doomsday Intervention Enterprise by Cor.3 2021-10-16T02:02:05Z

Super simple, yet super effective. I loved every second of this game. At the start, I thought to myself, "how on earth are the developers going to add variety to this game? It's just pushing buttons!"

Oh boy, was I wrong! The music was very fitting and fit the tone and mood of the game. Not only that, it also complements the difficulty curve and the spontaneous mood changes. The electric guitar had the perfect texture, the bit crushing added well to the vibes, and the rhythms were catchy enough to captivate my attention but not distract. I applaud the composer for doing such an amazing job.

I felt like a big part of the game is the audio and visual feedback so that clicking buttons (and other menial tasks) feels good. There are certainly areas for improvements. For instance, I felt like the button pushing could use an animation (or a more obvious one, if it already has one), and the slider could use some sfx. However, this is a real nitpick. For every other sfx and visual response, I felt like it was really well done. I especially like the indicator on the left that slowly rose as the game progressed. It added to the intensity and made me aware that the difficulty is increasing.

I personally felt that the game not having a tutorial made it even better. The game really throws into the position of someone preventing a nuclear fallout, and has no idea of what they are even supposed to do. The green and red colours were very simple, but gave me a very good indication of what to do. The simple difficulty at the start allowed me to adjust and realize what I need to do as the player.

The stage transitions were super amazing. When the sparks came in and the camera shook, I thought it was a nice touch to add to the atmosphere (and it was!) However, when the screen went dark and there were red lights, the game got so much fresher. The visual aesthetics of the game is simple, yet stunning. My only complaint is that I wish that there were more.

Unfortunately, I can't beat the game, partly because I am using a trackpad and the difficulty in the last 5 seconds really ramps up, but I still really enjoyed the experience. A big strength of this game is that the first experience is magical. However, a strong weakness is that it is not very replayable, as the magic is no longer magical when it can be anticipated. Flicking switches do get boring after a while, so if there were improvements made to the game, perhaps some variety to the game mechanics would be good.

Again, overall a good job, and kudos to the programmer, visual artist and music and SFX artist on being able to fuse their skill sets to create this work of art.

Alpha Decay by dsoberdan 2021-10-16T15:44:20Z

This is a very impressive game for a first game jam! I have not much to add on to the existing comments here. In my opinion, the tone and mood of the game is the game's biggest strength, but its greatest weakness is the gameplay.

While I do appreciate that you, as the player, learn as you play, there is no real feedback as to what was happening. The puzzles could be solved by superficial trial and error without actually knowing what was going on. Thus, even though this is a puzzle game, I didn't feel my intellect was being tested. I was able to understand from the first three levels what the game mechanic was since I had studied radioactive decay on a surface level in high school, but I am not sure if an average player would. The connection between the number of electrons, protons and neutrons are not immediately clear. My suggestion is to make more explicit what the player's actions can accomplish. For instance, when I put in a proton into an atom that will have more protons than electrons, and it spits out another elementary particle, perhaps there should be a visual feedback on what the conversion is, and why it happened.

Aside from gameplay, I really appreciate the forces that act on the elementary particles as you moved them around, throw them against walls, and bring them closer to the atoms. It's details like these that make your game feel good and stand out.

I agree 100% with all the other comments about the good things about the game, so I won't repeat that here. Again, really impressive for your first game jam, I look forward to playing more of your games.