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Mateus Trigueiro

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201738A Small World👥The Underventure of Polinjam2093.663.563.333.764.363.583.313.93

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 Mateus Trigueiro

LD38 — A Small World

ATLANTIS by OccultOne 2017-05-18T20:53:37Z

I had seen this game quite a lot of times along the site - it's easy to understand why. Good graphics, music and game system overall. It's one of the best I've played so far. The only problem I had was that the mechanics (particularly how much mana I needed for each tower and the restrictions of the characters' actions) were slightly confusing to me in the beginning, but I got the hang of it after a few minutes.

Great game. It must have been a real effort to translate a board prototype into a game like this, even more so with a Game Jam time limit. Amazing job!

Until Tomorrow by MSiddeek 2017-05-18T17:19:23Z

The story was solid, but I made a few tests and realized that thanks to the arrows that appear over the characters'heads, it's possible to skip through most of the game without paying much attention to the story, just going where you "need to be", something I believe to be a bit detrimental to the narrative you've created. I know it's a bit weird to suggest removing something from a game here, but...

The ambients were quite nice though. Very RPG-like. I don't know if you'll want to keep developing this game, butI'd certainly love to see it.

Nice job!

DEFEND YOUR TINY WORLD! v1.1 by Dragojt 2017-05-18T11:56:21Z

Nicely done! A simple yet fun game is a great way to go in a Jam. The art is good and the rotation of the background and the planet didn't feel nauseating or unnatural - maybe because my focus was always the character or the asteroids. The music was nice too - there was variation enough for it to not become repetitive.

The speed of the player character is nice - but the problem is that you sometimes can't see the asteroids coming. Maybe widen the camera a bit and make them spawn from outside of the scene (they sometimes spawn right next to the planet)?

I think the only thing I really missed was another mechanic to spice the game up a bit. Maybe some powerups that also fall like meteors and have to be collected before they reach the planet or they'll be lost? These powerups could offer help in later waves, when the asteroids become faster and more numerous.

Great job overall!

PS: I scored EXACTLY 666 on my first run. Just a fun fact :)

Say Something by Houcine Chelbi 2017-05-18T14:50:26Z

The concept is really interesting and the art looks cool, but the enemies are really small, so it's hard to defend such a big target from them. The only telltale sign that they are enemies is their color in contrast to the player's, because they are just a bunch of dark crystals. Although the controls are listed on your page, it's sometimes good to make them explicit in-game in some way (this is a mistake I've made as well).

I also think that the player's capacity of covering a larger area is somewhat compromised, which makes the enemies even more overwhelming since they are numerous and spawn from different directions. Maybe multi-jumps instead of double-jumping? Making the player slightly faster could also work. The movement and animation itself did have a solid feel though.

Keep at it and good luck with feedbacks!

Minor Alternative Destroyer by wolderado 2017-05-18T14:22:31Z

Simple, yet fun. Tried several times to beat my own high scores.

I really enjoyed the level variation. You took the Jam's theme in a really interesting way. Also enjoyed the small props that you smash for bonus points. The graphics looked okay (nothing too absurd, since some objects are really small and we can't see the details in them) and the tiles and backgrounds are really simple.

I think the only two things I missed was some sort of leaderbord for the highest scores - it does seem like a good game for comparing scores with your friends - and menus for options, pausing or quitting the game.

I do think your game is kinda nice! Good job.

Why Go Outside? by epiplon 2017-05-18T11:39:10Z

I really liked the theme of the game, but I felt that in some ways, it wasn't too well explored. Once you figure out which actions are "good" and which are "bad", it's really easy to get to the end. I went insane at first exactly because I had no idea what to do, but since the results of the player's actions stay the same every time, all I had to do was "learn how to make games" and "watch some movies" repeatedly and bam - you win.

The graphics are really cool though - especially the "going insane" vibe - if only a bit tiring for my eyes. But the mood was communicated well through it. The attempts at humour were nice though.

The UI and menus definitely need some working on. But I assume you'll keep working on the game and there's only so much you can do with a Jam's time, so I think it's understandable.

Not a game I would replay over and over again, but the potential is definitely there. Maybe make it a bit longer with more events happening in the story and change the consequences of actions depending on certain conditions (like you did with being "too tired" for something)?

Good job overall!

Blobbery by Odefus 2017-05-18T11:18:23Z

Really liked the squishy blob graphics and the animations. But the jump was a bit frustrating at times: because the blob immediately flattens all the way when you hold the jump button, it becomes a bit difficult to determine how many tiles/squares high the jump is going to be. Granted, I started learning in time, but the second heart was a bit frustrating to get because of that. Maybe some sort of meter or arrow would help?

The music was a bit repetitive, but nothing too annoying.

I also liked the challenges presented to the player from the level design (like I said before, it's just the jump mechanic that made it a bit frustrating), although I got a bit lost in the beginning due to the large open-room feel the platforms give from being distant from one another sometimes.

Lastly, I missed death conditions a bit. It took me some tries, but eventually I got that second heart. Thing is, I got hit so many times in the process that not dying just felt weird. If you ever expand the game and place more hearts, maybe you should implement death conditions and checkpoints.

Nice game overall. Good job!

Daily Routine: the smallest worlds are the ones we get stuck in by Samurai Spark 2017-05-18T15:21:58Z

Interesting ending. Really nice take on the theme there. Took me some time to understand the clues (especially the email one, which gets hidden behind other emails), but it was a really nice way to break convention. The art is also pretty nice.

If you keep working on it, I'd suggest adding a few more minigames and clues, in order to break to the player the idea that they should "stop playing the minigames". I think the fact that there are only three games and three clues makes the player repeat the routine too many times without thinking too much... then again, that may as well have been your intention.

Short but sweet. Good job!

FUEL by KCreanor 2017-05-18T14:37:54Z

Really liked this one. My favorite so far. The controls feel really smooth and precise and the learning and difficulty curves were well thought out. The level design is really challenging and helps teach the player even without tutorials. The graphics would need some working on, but it's nothing that greatly hinders the game. There's not enough time for everything on a Jam and a fun, short and fluid experience like the one you got here tends to be the best choice.

The camera and planet rotation felt slightly dizzying at first, but I ended up getting used to it.

Congratulations! You deserve all the good ratings and feedback!

Escape From The bygone by foxtrotluna 2017-05-18T17:36:33Z

The 3D modeled character in the thumbnail caught my attention and the music is nice, if a bit repetitive.

But I'm not going to lie: It's very confusing. Perhaps because it's incomplete. I had no idea what the objective was at first and the puzzle is hard to understand.

The camera and movement work in a way that's not very intuitive and this makes it very hard to play. The weird jumping animation also caught my attention.

Granted, I can't blame anyone if people fell ill - in fact, taking that into consideration, you did well by making it into this point. Maybe the game was too complicated for what could be accomplished in the Jam's time.

Congratulations on your attempt though. Always keep in mind that, as long as you learn from your mistakes and make an effort, the next game will be better.