Foon → Ludum Dare Explorer → Users → Maxathon
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | Bitrot | jam | 458 | 3.72 | 3.38 | 2.96 | 3.60 | 3.96 | 3.89 | 3.30 | 3.83 |
| 2020 | 46 | Keep it alive | 👥 | Lab Rat | jam | 493 | 3.81 | 3.64 | 3.55 | 4.03 | 3.85 | 3.77 | 3.90 |
Super creative concept. LOVE the use of "Puttin' on the Ritz" and the general vibe. Some issues with the core gameplay loop since you can just rebuild the suit when you lose it... but overall incredible job!
Here it is, something new under the sun!
Found the combo system hard to understand — needed more feedback or guidance on how quickly/long to press for. Very cool idea.
Nice work. Love to see some IF in the jam!
This is really great.
Found the unicorn! Love the hand-drawn kid graphics and the fact that it's a simple sidescroller.
Nice job trolling with some incorrect signs. Like a less extreme "I Wanna Be the Guy" when you hit those parts XD
Cool sims-meets-text-adventure resource management vibe. Nice work!
Lovely FFIV/SNES Dragon Quest-style graphics!
The thing that would take this from "interesting toy" to "game I'm invested in" would be progression for the adventurers. Leveling up, and earning equipment, and maybe even an evolving world state (like, level 5 tiles always have a boss that can be permanently defeated).
I had fun with it! Nice work.
This is unbelievable for 36 hours! Great job. Looks fantastic... 3 working enemies with different phases... a status ailment!
Special attacks and benefits for survival would be cool but I'm blown away with this as is.
I can't get the game to load properly. Stuck at the opening animation with no sound. Bummer!
Never played an SMT or Persona game. Had very little idea what was going on. Not my genre.
@sadsmile The look of the game is fantastic — I would 100% believe you if you said you had pulled assets from a retail game. I also like the randomized skill set as a way to simplify interface management.
This is incredibly impressive! I just wish that the progression was quicker.
This is impressive but I feel like someone dumped me in a Radio Shack in the late 70s and told me to build a defibrillator. Requires too much pre-existing knowledge about logic gates and ?electrical engineering for me to be able to play.
I appreciate the attempt to help with a hint mode. Maybe this is just not the genre for me.
I like the central pun, and the puzzle idea is cool. I'm missing some kind of additional mechanic stemming from the core gameplay loop — I wish success would buy me something in terms of new verbs.
Is there sound?
I couldn't get the fish to show up — but I like where this is headed!
I want to keep the dog alive. I do! But The world seems a bit underpopulated.
Great art. Overhead perspective is cool — reminds me of Harry the Handsome Executive or True Lies (retro af) or Hotline Miami. Just needed more time I think.
Simple and fun. Didn't understand the upgrade fully and it took me a while to figure out what the tanks did, but the cover of E1M1 kept me pumping!
Cute, well balanced, and fun. Great work.
I only got through level 2 — is there more than one level layout?
Really impressive start here! Love the concept.
Incredible work. Fun! Easy to pick up and play! Pretty! Sounds great (and solid jokes)!
A+
So polished. I love this as a modern evolution of Lunar Lander.
The tutorial was a bit long for me. I'd love to play a version that's better checkpointed, as the commenter above me said.
Overall my favorite game in the jam so far!
Very sweet. Feels finished and cohesive. Good job!
So polished given the timeframe! A bit fussy with the controls, and I wish the orb had less to say (shades of the library level from halo?).
Overall loved i!
XD "Run masterpiece"
Would love to check out the finished version.
Overall incredible. A couple of issues, but nothing that really hurt my enjoyment: - No sound - No indication of whether you're hurting enemies/their health - No clear difference between weapons (or indication that you can change) - Some jank with weapon animations (got stuck on firing frame as the idle)
Really fun Mario Bros.-style game. A little too hard for me, but beautiful work!
I can't even see what I'm controlling. There's sometimes a yellow thing on screen that seems to respond to button presses, but 80% of the time it's not there and I just get a "Game Over" after a few seconds.
I've never played a painting restoration game before, so high marks for innovation.
Got a bit pixel hunt-y at some points when I'd missed a small area of a painting. Maybe there's an opportunity to add more complexity there? Different tools to solve different problems with old paintings?
Really enjoyed this! Feel like you focused on the right things to make it fun and balanced in a short timeframe.
Very evocative/atmospheric. Even without sound!
Fun, and cute.
Got difficult quickly — made it through maybe 4 raids. Couldn't figure out what to spend money on!
Neat idea.
I read your comment about how the manual came about. I actually would have guessed that the manual was a *deliberately* confusing way to provide instructions — like, the game was complex on purpose and a satire about job training.
Might be interesting to lean into that a bit — add some humor tied to fail states or stupid actions for people who don't read the manual. Like me.
Hilarious concept. Didn't understand the impact of the "Do" items, and it took me one failure to realize that the bars going UP was bad (I thought I had to keep them up).
Lots of potential here.
Unbelievably ambitious for a 3-day jam! You even have a "continue" feature!
That said, the core mechanic here feels totally borked. The flavor text says that the vampire cannot move & attack in one round, but it could — and I couldn't get past the first battle.
Amazingly complete gameplay loop with some depth to it! Nice work!
Couldn't figure out how to keep the sun meter (?) from killing the first plant immediately. Looks cool, wish I got further!
Love it. Bite-sized, old school. I also had the issue with the text size at the start, but it resolved after the intro.
Is this actually a multiplayer game, or is that AI?
This is clever and fun. Lots of opportunity to play even more with the humor of this (great) theme.
I only wish I knew what things were called, and that the pathfinding was a *little* better.
Really cool choice of genre for a 3-day jam. My lack of attention span for JRPGs is pretty severe these days but this was creative enough in fundamental concept to hold my interest.
Fun, simple gameplay. Nice work!
Topical, but man, what a missed opportunity to talk about how to ACTUALLY be responsible and protect vulnerable people.
Shooting the virus is a major theme/mechanic mismatch! You should have to steer them away from large groups of people, make sure they wear masks, etc.
Sorry to be negative but it's crazy to me that this was the choice made.
Never seen a puzzle game quite like this! It was fun and I played to the end.
Found some interesting bugs related to objects and behavior that stay enabled after you are dead and/or pass them!
Beautiful, atmospheric. Like a super-stripped down Dear Esther or The Path.
Fun puzzle platformer! I got as far as the level with the three jump boosts, but found them frustrating to interact with.
Maybe if I'd gotten farther, I would have understood how carrying the baby impacts gameplay... seemed like it did nothing except for the theme in the early levels.
Crazy theme. The gameplay is pretty basic here — feels like balance and upgrades were hurt by limited time?
Very cool concept, and very slick looking. Unfortunately I got stuck in the sink and couldn't do anything!
This is fantastic and deserves more attention!
Mac .zip is corrupt too
Impenetrable controls bordering on parody.
@aune That does help! I didn't realize the default was a non-standard layout.
Now I'm on to figuring out the mechanics... which are also a brain-bender.
Fun idle-type game.
Light and funny. Great job! Reminds me of that Desert Bus Penn & Teller game from the Sega CD.
Nicely balanced. Fun Vincent Price cyberpunk vibe. Dug it!
This is very interesting. The mashup of RPG, skill tree, and meta genre (game design game, sort of like Baba Is You) is unbelievably clever.
I felt like I was rewarded more for failing than for succeeding in battle. Was I right? Balance issue maybe, or else it's something I just didn't understand.
I would love to see a take on this with some more time for working out kinks and adding polish. Super impressed.
Couldn't get the feel of the controls, but the look and sound are great.
Nice balance and mix of actions. The meta ending was cute.
Some similarities with our game this year but I love how different teams take even similar mechanics in different directions! Good work.
I have no idea what to do... I'm digging graves randomly and occasionally get an arrow, but never seem to make any changes to my note.
The graphics and sound are charming!
That was a fun little puzzle. I like the spookiness and atmosphere. Can't believe you spent the time to put in a brightness slider, but I appreciated it!
You mentioned the "conversation" at the top of the ladder. I didn't see one; just felt like it froze for 30 seconds and then resumed again. Didn't notice any text or animation.
@vawer Sure! Mac OS 10.14.6, Chrome browser.
Fun concept. Art matches it well.
Ladders were a bummer as you know.
Love this. Managing the crowd's entertainment level, your weapons, and your moveset alongside money is a great balancing act. Great work.
Will play when you post it!
Nicely done adventure game with a couple of interesting puzzles. Worth playing through to the end — short and sweet!
Not super familiar with the yandere trope but I got it clearly.
You're on to something here. This is so impressive.
I'm imagining what this feels like if you hook some additional systems in to the available tools — resources, public opinion, safety... This is already very good and could be really killer.
Creative but I just don't understand why so many of the games this jam have deliberately terrible controls. It does not click with me.
Nice looking game! Found myself wanting more and cheaper upgrades, but nice work.
I like this central mechanic (kinda QWOP-y, in that you have limited/unintuitive control over your own movement). Ran into a few out of bounds of the level issues but had a lot of fun!
Actual URL for anyone trying to get to this: https://suabo.itch.io/live-of-a-homeless
Great concept. Would love to see a finished version, with a focus on systems/message!
Sold as soon as I was able to blend the goldfish.
So much personality in this! Such a charmingly packed interface. Great job.
This was fun and just the right level of challenging to get through (without all eggs).
Nice work! Would love to see more levels.
I like the art and the innocent vibe of this. There are several gameplay issues that you're probably aware of: - you can drop the egg without triggering a failure - getting hit with a rock doesn't trigger a fail without the egg (allows an endless play session with no way to win) - no apparent win condition - you can get stuck under a rock at the bottom of the screen with no way to move around it
Great concept, nice flavor and mix of things to interact with.
I kept getting outsourced by the person in the suit and never got around them:
Similar base mechanic (bring required food) as the game we made for this one!
Love how this looks and how easy it is to pick up and play. Nice work!
Incredible job. Dark, funny, and SUPER polished adventure game! Even managed to have multiple fail conditions that make sense and lead you to the right solution!
Mac build won't launch.
Clever and original. Making order of operations into a game...
Very cool! Actually a nice degree of complexity for a bite-size game jam game. I get that you wanted to do more with decay and that would be fun, but the flagging/branching definitely gets exponentially more complex. Feels complete and polished.
This is an impressively full game! Throw some retention mechanics in there, and you got yourself a stew, baby!
Dope. So polished and such a good idea. Physics puzzler that's masquerading as chemistry :)
This is an interesting idea. I think the balancing is well-tuned, and feels forgiving in a way that leads to me barely staying upright (which is great). The balancing was more fun and interesting than the rhythm game portion, and I found myself wishing there was more focus on that — more physics sim, in other words.
Theme is playing with fire a bit but you know that ("born from rocks"?). This is an amazing achievement — so ambitious and it is both fun and complete (feels that way anyhow). You should be proud.
Good concept. Wish there was more randomness and more of a system — feels like a proof of concept where only one path leads to success at the moment.
Nice spin on what I think of as the "Angry Birds" mechanic! Great job with level design.
Not sure what's unstable about it, this is clearly mens sana in corpore sano. Lovely work.
too hard.
Real Katamari vibes. Very polished, amazing work. You should rate other games so that you get ratings.
What are the controls? I can't move at all...
Nice work getting so much in! Boss battle and everything. The emotional state mechanics didn't ever click for me but overall had fun.
@biku Yes, it ran great. I just wasn't getting how to optimally manage the emotional meters.
Great work.
Looks great! Felt very subject to randomness since I couldn't control my power set or the enemies I encountered.
There are lots of good ideas in this. The movement is fun. The mood element is thematic, I know, but it's also the least fleshed out. Room to grow!
Fun spin on level layout and time mechanics.
The various effects were fun to discover! Made it to about 400.
I wish the dialogue was mapped to the buttons that are listed next to each option. And I wish I was better at the shooting. But then so does Colton. Amazing job!
This is woooooooonderful! Funny and original, and you've done an amazing job with flagging the possible leaks in a way that felt fair.
A truly beautiful arcade game. This would have been a quarter-eater 40 years ago.
Took me a few minutes to understand what was happening enough to make progress. Very creative and nice witchy vibe.
Reading the isometric space for movement reminds me of old British platformers, or Solstice on the NES. Very pure, good job.
Great idea, and solid balance! Was a bit confused about raising and lowering control rods!
Chef's kiss. I assume you're taking inspiration from Mac classic Glider. If not, even higher marks for innovation.
Great concept and basically fun. I wanted more verbs (more agency) than I had, especially because I seemed to be "floating" and unable to jump at times. Great look and nice physics.
So... I made a protein shake and then committed manslaughter. Are there other endings? Loved this adventure game take, and it looks great.
Very ambitious to do a "balance the ecosystem" game for the jam. Very cool execution.
Very cool idea! I sunk my commerceship first time out because I thought I had to fill it.
There's a LOT you could do with more time and this basic gameplay!
Simple but well-implemented central mechanic. Nice job with the difficulty curve too!
I loaded this up and read a bunch of the menu text and realized I couldn't understand anything. If you publish instructions I'd try again!
Wonderful. Had to restart once due to getting stuck in running mode (which blocked me from jumping) but overall great central mechanic mashup and the controls are SO elegant for something this complicated.
I don't get the link to the theme...
I found this extremely confusing.
Mac build throws this error (not the same as the normal "non-identified dev" one): You do not have permission to open the application “ShoppingSpree!”.
Great job! Very tight.
I could not figure out how to do anything but move.
175121.9!!! This is a delightful roguelike take on the "launch a penguin or some bullshit into space" upgrade genre.
Wow, very negative comments. This is an original idea for a platformer with a good connection to the theme and a fun upgrade mechanic. Fantastic work!
WASD isn't working for me in browser.
This took a loooooong time to load on web for me. But once it did, I was treated to a pretty sweet Escape Velocity-type game that honed in on theme-relevant mechanics. Loved it!