Foon → Ludum Dare Explorer → Users → Matt Barnfield
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | 👥 | Sunfarers | jam | 84 | 4.15 | 3.98 | 3.43 | 4.53 | 4.09 | 4.23 | 2.32 | 4.21 |
| 2023 | 53 | Delivery | 👥 | Deliver us from Evil | jam | 556 | 3.60 | 3.63 | 3.71 | 3.28 | 3.26 | 3.44 | 3.63 | |
| 2022 | 51 | Every 10 seconds | Hyperlooper | jam | 466 | 3.62 | 3.77 | 3.65 | 4.27 | 2.95 | 3.00 | 3.32 | ||
| 2022 | 50 | Delay the inevitable | 👥 | Chrysopoeia | jam | 3.68 | 3.50 | 3.36 | 3.50 | 3.59 | 3.40 | 3.33 | 4.00 | |
| 2021 | 48 | Deeper and deeper | 👥 | Quantum Genesis Hyperspeed Space Redux | jam | 3.09 | 2.15 | 2.50 | 2.40 | 3.77 | 3.72 | 3.40 | 2.80 | |
| 2020 | 46 | Keep it alive | 👥 | To Boldly Plant | jam | 3.59 | 3.04 | 3.75 | 4.27 | 3.41 | 3.40 | 3.70 | 3.31 |
This is my favourite game so far! Played it all the way to the end and was jamming to the beat the whole way
I enjoyed the concept! Sadly I ran into the same bug as Murrzipan above, but I would have loved to carry on. The first death really shocked me xD
Good god the art on this is fantastic. I'm amazed it was even possible in such a short space of time!
I like the memory and the fact you don't seem to always have the same conversation topics so you have to mix it up a bit each time. I think it would be nice to have a way of seeing all the available options for a given meeting, because rapidly spamming the arrow keys in the hopes of finding something good can feel bad sometimes if you're not really sure what you're after.
Nice submission :)
Cool game! Nice cohesive experience- everything in it is high quality. The topology filling up with lava is a fun effect.
At first the controls seemed a little slippy, but after a few tries I was able to cross the lava so it's probably fine. It would be nice to have some kind of indicator of how close you are to completing the crossing.
I became a little obsessed with this. Really great game.
I did get 5 wins but I sort of cheesed it- focused more on surviving 10s than killing in 10s so I bought all tanks and hid in corners xD. After a while I guess there were no more opponents so I ended up fighting a single knight. Either way, 5 wins is 5 wins, even if it did take 12 fights!
I think it might have been a bit more strategically interesting if you weren't picking between units and upgrades (units are almost always better except when multitargeting archers is offered). Maybe either picking a unit AND an upgrade or alternating between unit and upgrade picks each round. Only minor though, I really enjoyed playing!
The aesthetic is great!
Gameplay-wise there was quite a lot of information up front and not a lot of feedback as to whether I'm doing the right thing, so I spent a fair chunk of time quite confused. This may be an intentional thing to build suspense though.
The sound effects really support the atmosphere too
Nice game! Had a lot of fun (I did accidentally jump out of the arena and softlock at the end though :joy:) Most of the upgrade felt like they had a really satisfying impact (and the crit text is always cool!). If you were to build it out a bit more it would be nice to see some diversity in the enemies you face, maybe even a boss fight! (Although that definitely wouldn't be doable in the scope of a jam). The dice roll mechanic taking you from periods of power (2/3/5) to periods of weakness (1/4/6) felt good to me
This gets excitingly frantic at higher multiplier levels! Really enjoyed it :) Final score 10566 (with 227k gold that I couldn't spend fast enough lol)
Nice one! The audio transition was incredible and I can tell you put a lot of work into helping people wrap their heads around the two worlds with the minimap and the ability to press to tab to line up your jumps. I didn't realise that the switches were switches for a bit, but that could just be me being stupid.
Also I think I cheesed the last level a bit by positioning my hitbox at the end of a girder so I could walk across them during the transition. Not sure that's really fixable though.
For a bit of polish, some sound effects would have been cool.
Overall loved it.
Nice idea! I like the concept of a turn-based fight that you impact indirectly.
The art is cool, as is the soundtrack + SFX.
I'd probably recommend looking at ways you could improve usability for future projects- things like an indicator as to which plant you currently have selected and keybindings to switch plants and use abilities would have been nice QoL improvements. Possibly also worth adding a delay before the first attack happens? The lawnmower level can be pretty cruel if it 2-shots on of your plants before you even know what's going on.
I hope you keep on making more games! :)
Cool stuff! Really enjoyed the frantic multitasking. It would be nice if there was some way of dealing with projectiles once they'd been fired, maybe making the knight able to parry with their attacks would work? That way you still need to swap the lanes around to do it.
Love it! The vibe is awesome, as are the visuals.
The first time I triggered an enemy in the dark phase I nearly shat myself :joy:
Well done on your first submission! The game is simple, fun and very polished :)
Nice straightforward game :)
My thoughts for potential improvements: - Maybe spawn more than one pick up at a time? That way you could reduce the waiting around time without breaking the theme - Holding down W got annoying after a while, I think I'd prefer to either bind it to left mouse button or even just follow the mouse without any need to press a button - I would have loved a satisfying little "ding" sound when scoring points :joy: if you take part in future jams, you might find [jsfxr](https://sfxr.me/) useful to make some sound effects
Good entry overall, I enjoyed it!
This is addictively fun! One of my favourites so far
Love it! Had a blast trying to optimise the chaos of murdering hundreds of deliverymen :joy: A little hard to learn, but once I understood what was going on it was cool
Thanks for playing @stalemeat :)
Yeah we knew the format was a bit of a stretch and we definitely had to cut some ideas for time, but overall it was really fun to make this!
Thanks @marzenie! I'd love to hear any ideas you have for improving the UX. I agree it could definitely be polished more and it would be good to know what to bear in mind, if only for future jam entries :)
Cheers @cortexdeveloper :)
Thanks for all the detailed and valuable feedback everyone :)
@skitefall Great points. I think given more time we'd benefit a lot from a formal tutorial level explaining all the mechanics rather than just the small bits of helper text.
@tosmaster Threat ranges are an awesome idea- I wish we'd thought of it during the jam! Definitely something to implement if we revisit this project
@marzenie Sounds good, feel free to add me :) Slushy#6199
Great entry! Just about scraped through the bossfight with a lot of frantic rebuilding mid-fight! I think I agree with Tim's comment on controls, but I don't think that really gets in the way of enjoyment. Very complete and fun
Had a lot of fun playing through this!
- The art is fantastic - The game really opens up once you get the pizza. The way it interacts with the grab is really cool. - Decent difficulty - Regular checkpoints were a great idea
For possible improvement ideas:
- I found the controls quite hard to use. Might be worth tweaking around with the player's speed/jump height/gravity to feel a bit snappier. The button combinations are also quite tight- could the grab be mapped to a mouse button to make it easier to do e.g. the jump and down grabs? - I would have loved to have seen more levels making use of the switch mechanic!
Love it! You've done a great job building out a fun world to explore :) the ending hit me in the feels!
For extra (and not really _needed_ polish), it would be nice to have something in the UI to remind me where I'm supposed to deliver things (I know I'm being a zoomer here and I shouldn't forget in like 30s but...). Could have a little letter with an address on it in the corner of the screen or something?
Nice job! I particularly liked the art and sound design :) I particularly enjoyed discovering I could hit things into the spikes to deal massive damage.
I think the difficulty level is pretty reasonable for a jam game- I agree you don't want people getting frustrated.
I'm assuming there were time constraints preventing this, but it would be really cool to have a boss fight to end the game!
Thanks for playing @bromeon!
We had an unofficial challenge in playtesting that we think it might be possible to meet the needs of 4 colonies in endless mode, so if you're looking for a bit of extra difficulty, feel free to attempt that!
Visible collision circles are a great suggestion! Due to the somewhat weird way the collision is calculated (which I probably wouldn't repeat if we did this again) all the radiuses are sort of eyeballed, so being able to see them would probably have helped us get them to match more accurately...
All the music in the game was made for it by the wonderful @tim-leach. I believe the tracks are named (in order of appearance) Breathe, Survive, and Develop after the first 3 phases of the game.
Thanks for playing @bauke-regnerus, @olenikimid, @infinitye and @cloverfall! I really appreciate you all taking the time to leave some feedback :heart:
Sorry about the music cutting out! It's supposed to loop (this might be a problem with the built version, so this might be fixable).
> Adding some resource production/subtraction feedback each time a building is placed would be a very helpful UI/UX touch
I completely agree- this was on our notes after playtesting but we ran out of time!
Thanks @andrei-gusan! If I'm honest I probably spent too long tweaking shaders this jam, but it was too much fun!
If you still need it, you can see the seed/wood cost of each plant/building in the bottom right corner of the screen when it's selected. I'm not surprised it wasn't obvious though, I think the UI could definitely be improved!
This is a polished entry! I really enjoyed it and found it had a surprising amount of strategic depth for how easy it is to pick up.
My main note is that the sinking islands don't add much (despite looking awesome as an effect!) because there's not a lot you can do about it. Quite often they just split the island into pieces and make the end of the game waiting to see who randomly sinks first. If there was some predictability about it then players could take it into account when making their turns to add an extra layer of skill. Two possible ideas I had were: - Showing which tiles will sink at the end of the turn _before_ you make your move - Making it so the random sinking never completely separates an island (so it would sink from the outside in). This would be quite thematic for the ocean and would stop the final turns just being waiting and hoping.
Overall this is loads of fun- well done!
Nice work! I love the visuals and the concept is really funny :)
This was absolutely fantastic. A masterfully crafted experience- I really felt involved in the storyline and the true ending was so satisfying. Probably the best game of the jam.
The character select screen genuinely made me giggle to myself when I got the joke- nice one :joy:
Overall a solid game, well done! If I were to suggest one thing, it would be nice if I could hold down a direction rather than having to press it for every tile, which is a bit annoying for the larger levels
This reminded me of some classic flash games I used to play on Mousebreaker! Great job- the art is beautiful and the game mechanics are nicely polished :)