MiniAnna Jones! by impiaaa 2017-05-17T03:49:49Z
Reminds me of Captain Toad: Treasure Tracker. Complicated enough to be interesting while also being as simplistic as possible. I like it!
Foon → Ludum Dare Explorer → Users → maysick
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | Peckbuilding | compo | 187 | 3.63 | 3.68 | 3.50 | 3.50 | 3.93 | 2.76 | 3.21 | |
| 2017 | 40 | The more you have, the worse it is | slashdown | compo | 238 | 3.55 | 3.44 | 3.44 | 4.07 | 3.50 | |||
| 2017 | 38 | A Small World | Recognition | compo | 66 | 3.89 | 3.84 | 3.57 | 4.10 | 4.10 | 3.47 | 3.33 |
Reminds me of Captain Toad: Treasure Tracker. Complicated enough to be interesting while also being as simplistic as possible. I like it!
Love this game! Our games are actually very similar. 6 "slots" to specialize production for one of two types of resource: one which is limited and quickly harvested, the other which must be amassed in order to "beat" the game. I ended at Month 66 with *just* short of the 44k. I had about 43k after moving all gold back to the main city, though I don't know if I could have one with no one alive even if I had 44k. I agree with others about perhaps upgrading your own ship speed and capacity.
My mind was kind of blown when I hit "expand world". As others have said, I think it would be wise to at least keep the speed upgrade. Regardless, I think the progression was pretty good, if a bit slow at times. This was a refreshing take on the incremental genre and I kind of wanted to keep playing after hitting the expand world button, but the workers are just a bit too slow (and produce a bit too much slow down) to make full automation viable. Great game!
This game has such a great feel! The character design, UI, animation and text boxes all create a feel which is kinda crazy but also really cohesive and interesting. I kept trying to make friends with someone and I wasn't sure if I was at level 3 with them. I had more fun trying to keep friends with a few people than get as high a score as possible so I only got to about 100.
UI was a bit unclear at times, whether the top or bottom part of the bar was the part being represented. With a bit more progression, structure, and difficulty this could be a very interesting game.
The mesh of a typically turn-based movement system with a real-time threat of the water rising was interesting, though I'm not sure I really liked it. I would have like a much faster truck so that retrieving jetpacks was actually a concern. I went about as fast as I could and never had to go get jetpacks. I like how you presented the theme and sense of danger through the art and sound.
Even though it's almost just a tutorial, I'm really impressed by this game! I wish the message would have been expanded upon a bit more. But everything else is great. The graphics are cute and the song is very catchy. Well done.
The particle effects and sounds make this game very satisfying. Probably a bit easy, but I like how the difficulty and size ramped up each level.
Neat! Everything felt really good, and although it was a bit boring after the ants came out, it was nice to have a relaxing Ludum Dare game for once. I agree with a lot of what other people are saying, there is a lot of potential for new features to expand upon this game.
That was hilarious. I honestly don't have much to say other than great job. You really nailed the humor and managed to make such a wacky game a challenge at the same time. I'm glad I kept failing because going babysitting during the Battle of Somme was worth it.
The hand drawn art actually gives off a really nice vibe! I'm awful at controlling the ship but I like the sheer amount of bullets at the screen at any time.
I like the idea. The constant spinning of the globe to cover all the monuments was initially a novelty, though in reality was more of an annoyance by the end of it. The three spell system covers all bases fairly well, though in general are too strong and mana regenerates so quickly that you aren't punished for missing lightning or healing a monument that is already at full health. I had a surprising amount of fun, and wished that there was some sort of endless mode to see how long I could keep going!
Cute game. The movement was pretty satisfying, a little more fine tuning would have made it perfect. The knockback from enemies was also a nice addition and it ended up helping me a couple times. I also felt the difficulty curve was perfect, the final platforming section was challenging but not frustrating. I'd like to see an expanded version with more enemies and an open world with hearts scattered around.
Interesting concept. I didn't try the second map but the first one seemed a bit too easy to block off two of the pathways and then watch the remaining two tribes carefully until I made a wall between those two. Regardless I like the game and the concept!
Lots of people are making games around the surface of a circular planet, but I like how you flipped it so you are on the inside instead. It was also very relaxing, not having to worry about a time limit. Nice work!
@karln Oh, I did not even realize that! I really found myself limited by the UI choices I made early on and was not able to display as much info as I wanted. The generators and factories do have the same output at level 1, but factories scale to a lot higher energy production once upgraded. This was an oversight on my part.
@jimbly I'm glad you enjoyed it this much! I looked at the code again and yep, I was wrong in my previous response. Apparently the only difference between generator and factory is at the level 5 tier of production (that's level 3 with two boosters). That's a pretty niche situation, especially because boosters are weak enough as is. I would have liked to get more playtesting in to ensure that each of the buildings was viable, but I was getting really close to the deadline nearing my final playtest. So close in fact, that I had to play the game at 5x speed to make sure everything worked. I only tweaked the speed back to how it is now as a last minute change :).
Cute game with a lot of random stuff to do. I liked the graphics, especially the magic wand. Overall, a short but pleasant experience.
Very fun experience. Had a smile on my face the entire time once I realized the gimmick. Reminds me a lot of some old Mario Party minigames. Graphics and overall aesthetic were well done.
I assume the theme comes in because more enemies spawn when you have more minerals?
Presentation and feel was very nice. Controls were fluid, sound effects and graphics were very juicy. Everything felt overall very satisfying, except that maybe hitboxes were a bit small at times and enemies were a bit spongy. The game world after the tutorial is super expansive! If there was some sort of faster locomotion like a vehicle I would be much more enticed to explore it all. Nonetheless, impressive just how much content is here.
Bit confused on what I'm supposed to be doing. I can make the jump on the first level if I don't eat anything, but then I can't seem to finish the level?
Graphics and theme are pretty humorous regardless, and its a simple but effective execution of the theme.
I really dig the aesthetic/vibe going on with both the graphics and audio. The concept is also pretty interesting, though perhaps a bit tedious at times. Another small nitpick is the screen shake being a bit abrupt and disorienting. All around, nice little bullet hell game from a perspective I've never seen done before!
Took me a second to realize you could move the hand up and down.
Interesting and well put together. I could only beat the 8 candy cane level once I got one stuck in the cart though :)
The presentation is very nice and clean. I like the UI bubbles above the tuftles' heads. Micromanaging their stats is also very zen. I think a little more variation between tuftles other than the minor color change would have went a long way. Something like patterns or names could help me get attached to my favorites so I know who to feed first :)
Super fun! Everything meshed well together - the game world, sound, visuals and pacing were all on point. Moving and shooting was very satisfying, and once I had a smile on my face when I realized how enemy ramping up works. Really love this submission, very refreshing to play, although maybe a bit too easy to cheese the enemies by running away ;)
I didn't read the part about fire causing more enemies to spawn... oops.
The small playing field reminds me a lot of Super Crate Box in a good way. The Big Knights were also an interesting addition... took me a while to realize you couldn't kill them, but them representing more of a passive threat was an interesting mix up to the other guards.
Well, the name of the game is very accurate.
I was worried that the confusing depth perception and floaty controls would ruin my experience with this game, and while I admit they definitely distract from the experience, soon enough I was flying across the map shooting hundreds of bullets.
A very interesting concept that I wish was a bit more controllable. The consideration of putting weapons on the left/right side of the ship and the ways that it affects physics is also really neat. I unfortunately did not kill any of the queens, but I collected most of the weapons on the map, lol.
*Almost* everything feels great, except for the movement in combination with map design as pointed out by others. Feels like the player has very little ability to interact with their final score. But the concept, graphics, and presentation are all nice. I'd love to play a slightly more fast-paced and stealth-based version of this game!
Oh jeez. I'm embarrassed to admit how many times I tried it before realizing that nothing was gonna change each time.
Cute game. I found the game over gag to be very funny.
I like this take on Tetris. Shooting is satisfying and the music speed increase is a nice touch.
This is wonderfully executed. I'm a sucker for microgames and the aesthetics are really cute on this one. A couple of the genre mashing games I've seen this jam have been too complex to process but both of the games going on are always simple enough to understand.
Also, the music switching is genius.
By far the most fun game I've played this jam. It really manages to scratch the "superhot" strategy/action itch. Tons of polish went into the gameplay and level design.
This entry is super clean and fun to play! I love the concept and the music and art is great.
This game is super smooth. It reminds me a lot of nuclear throne and the art is fantastic. I was worried at first that the scrolling mechanic would be useless and instead I should just spam cards, but as I went on I found it helpful to actually plan out my moves. Nice job, one of my favorites so far.
Tried a couple tries and could not make a sandwich for the life of me. The idea behind it is super interesting though. I think a more comprehensive tutorial with some graphics would go a long way. It's also a bit unclear whether the sliders do anything, though I assume those are just for fun.
Interesting! I love the use of elements outside the actual ascii/text to convey elements of the game (like the wipers).
So satisfying! The tempo is perfectly slow enough for me to handle. The idea is so simple but the implementation is perfect.
It was way more captivating than I thought it would be! Near the middle section with a couple stationary shooting tanks and a couple moving tanks I was really getting in the zone. Awesome concept.
Interesting concept. I think I need to have played more rogue likes to truly understand how to move without getting hit in this game. A good blend of the two genres, though.
Okay, this game made me laugh. Surprisingly complete for a 3 hour entry! Nice work.
Fun game! Another commenter mentioned that it's basically a golf game, which I think is pretty cool.
The angle being innacurate is a bummer. Makes it really tough to finish some levels.
@Synedraacus Thanks for the feedback! The card ordering is definitely something that would be straightened out if I ever expanded upon this concept. I kind of got stuck once I realized there was no easy way to describe the priority of the cards, but in general actions that cause movements or block attacks go first.
@Unentokku Oh wow, I didn't even consider that, but it adds a lot of depth! Nice idea.
I agree with some of the other sentiments that the actual pinball part of this was more of a chore than anything.
But, the graphics are amazing, sound is hilarious and it's a great take on the theme. I especially love the small touches put into everything, like the textbox being used to bounce the ball around while you are reading. The end music is also great too :) Great job!
I like the art style and concept. I found the jump to be very unsatisfying to use and I stopped playing on one of the later levels because I was going to have to wait a minute just for the platform to cycle back all the way. This is the best turn based platformer I have played yet, though.
Quite fun! Really enjoyed the art and overall feel. I like the dexterity element of having to quickly choose what card to pick.
PS: What are these things I'm destroying? they are too cute!
I really liked zoning out to this game. Everything flows very nicely and it's just as difficult as you make it yourself. Not only is it mechanically a platformer and solitaire game, but I think it really captures the essence of those games as well.
I love the mood in this game! The art and sound create a very eerie vibe. The puzzle solving is also really good. I found myself having to restart a few too many times just because I pushed a block an inch too far. Best puzzle game I've played in a while.
Wow, I'm awful at this game. It's a really neat idea though. It would be cool if the two were more visually integrated somehow, like in Retrograde. The game looks amazing btw!
You really nailed the "juice" on this one. For a platformer character that you have to direct inputs to, it feels surprisingly good! As someone else said, it's also a nice touch that "Jump" pretty much does exactly what you want it to do every time.
Cute game! Took me a second to understand what was going on, but beyond that the gameplay loop is actually very fun. Coordinating fish movement with the rhythm was tricky but in a good way. Reminds me a bit of ridiculous fishing too.
Interesting idea. I didn't do so well but I had fun creating a super large red sprinkler that didn't actually hit enemies all that often. Music clipped a bit but was enjoyable. Canvas idea is really unique!
Clicked on it just for the name. Cute idea, could definitely be fleshed out in a variety of ways to be similar to the Cooking Mama games!