It's My Life by Lepletier 2022-10-04T02:30:51Z
Good concept and fits the theme extremely well!
Foon → Ludum Dare Explorer → Users → mauvegrover
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | dwn - deliveries for widdle neighbors | jam | 3.75 | 3.62 | 4.12 | 4.50 | 4.00 | 2.75 | 3.75 | 3.87 | ||
| 2022 | 51 | Every 10 seconds | Dice Caster | jam | 1042 | 3.02 | 2.50 | 3.77 | 3.09 | 2.04 | 2.92 |
Good concept and fits the theme extremely well!
Took a bit to realize how to get started but that was really fun. The risk/reward of buying from the guild is a nice touch. The difficulty ramped up a bit too quickly but it also fit nicely into the theming. I especially liked the flavor text and in and out of game.
Had a lot of fun with this one, it's a really cool idea and I'd love to see where it goes. I haven't seen a game where trying to stay barely alive with healing magic is a completely valid strategy.
Main issue is that I kept hitting a bug where I'd attack right near the end counter and it would skip my turn and also still take another turn.
I really enjoyed how reactive everything felt and the graphics lent well to the chaos. My main complaint is not knowing which orders were going to run out first, maybe add a timeout bar above?
I absolutely love modifiers in games so loading them out in 10 second intervals is a great hook for me.
Maybe put in some minor weights to prevent the same effect happening? I had the same modifier a few times in a row (it was in my favor but it interrupts the flow)
Seemed punishing until boss was cornered close to the coffee. Should the 10 second penalty occur if you gave coffee during the previous 10 seconds? Maybe he's just that angry of a boss?
Reward screen was simple but top notch.
10 seconds feels almost exactly right for the level of chaos in each level. The mood was excellent, and I love how powerful you start to feel. Levels were a little tricky to navigate but it never felt impossible to sight-read a level. Maybe soften some of the harsher sfx?
It took me a bit too long to realize that it was one customer changing the order and that every circle was for that one order. Once I figured it out it was pretty fun! Main issue is if the randomizer picks the same order it seems weird that it erases your progress on that item (had hot dog 3 times in a row)!
This is one of the ways where the 10 second theme really shines. Plus having preset prompts to guide the end-ai really helps sell the scribbles. I'd love to see a version where you could prepare a series of custom prompts (for friends, practice, etc)
Cute game, I'm a sucker for slimes and this style of art! It'd be nice to have a shortcut to seeing a specific slime's stats (mouseover or right-click).
I really like the last ditch mechanic when the player runs out of air. It's pretty satisfying when you nail that trajectory.
Great work for a first game! I really like to hear when people list out what they learned/accomplished from a game jam. I don't have much to add that hasn't been covered by the other comments but keep at it! The derived version is already showing so much improvement.
End screen 10/10. Having the gun shoot on mousedown+mouseup gave it a satisfying effect. Main issue I had was with the big buttons reading my input but it was a fun time.
@borgi I didn't realize I could add gifs to the description, hope that helps!
@thesmellofoxygen If I had time I'd definitely tone down the enemy spawns but the frantic endgame is close to what I envisioned. Win screen is pretty fun so hopefully some of you all get to it!
@shogeku 100% on both Future plans include redesigning around 3d dice for more engaging visuals and much nicer mouse movement. I was new to physics in Godot and had trouble with binding to the mouse.
@austin Thank you for the feedback! I definitely wanted to get at least a "red screen shake" on damage and "dice-feel" is on my list too
Really enjoyed this one. I think it was a bit of a stretch for the theme (especially since nothing *really* changes at the interval) but the game itself was really solid. Graphics were excellent (I like the classic point-n-click aesthetic) and the clown did nothing wrong.
Music and world was a very pleasant combo, and the spherical world works very well. Finding the pen was easy due to the light source being above it but sheep were hard to track. Maybe try making sheep travel the direction the player is facing instead of the angle from player to sheep for better aiming?
A fascinating game with way more depth than I expected. At first I thought it was a "roughing it" farm life text game and had a good time with that as-is. Reading the in-game lore really opened it up. Would like to see an iteration with more feedback (atmospheric sounds, colored text?) but this was a good time.