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mbc

Games

YearLDThemeGameDivisionRankOvFuInThGrHu
202046Keep it aliveBuddy Ropecompo6113.353.083.813.113.032.74
201843Sacrifices must be madecube mobcompo2383.443.503.693.252.77

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Comments by mbc

LD43 — Sacrifices must be made

Buki Nashi by saucygames 2018-12-05T06:55:58Z

Good distinct enemy types, I like their unique behaviors as well as how they can do quick dodges and spins. They are interesting when paired together.

I would like some sort of indication that an enemy is about to spawn to warn me to move out of the way before that happens. I feel 'boxed in' at the start of a level because going towards the corners means that an enemy might spawn too close to me.

The abilities feel good to use, I like how you can choose to throw the knives a short distance (easy to reload, small attack area covered) and long distance (hard to reload, but covers a large area and can hit many enemies). The dash attack feels nice to use, but it was a little unclear as to where my attacking hitbox was, or in which frames of the attack my character was vulnerable/invulnerable.

AI Robot Hoomsday by godsboss 2018-12-04T23:06:36Z

Some clever puzzles towards the back end, here! I found a good cycle of reviewing the robots movement and making iterative adjustments to approach the solution.

Inked warrior by Artem Kuzhenkin 2018-12-04T02:31:46Z

I like the "6th-grader notebook" feel, you totally nailed it. I felt that it was beneficial to sacrifice only one ability repeatedly, instead of evenly among the 3 choices (My gun barely works at all, but I can still run around and use the great sword!)

Blob Time by sketchycode 2018-12-05T05:59:45Z

I enjoyed this, the platformer-puzzle blend is pretty unique! I feel like this game is well-suited to speedrunning. Gaining speed as you sacrifice goo adds some options for higher-level play where you can play risky for a faster time.

Some suggestions I have after playing through all the levels : - Landing precise jumps is difficult when you are moving quickly because there is no way to stop movement while falling (other than hitting a wall, you can only move at full speed left or right). Maybe the air control should be separate from grounded control with its own unique momentum, so you can have more precise control over trajectory. - I noticed that you do not lose slime while standing still, as well as while falling. However, if I held a movement key while falling I would lose slime, even if my movement keypress had no influence on my velocity (maybe a bug)? - I think it might be interesting if slime was only expended to coat surfaces, so traveling back over covered tiles did not waste slime (jumping could keep its slime cost, maybe splash adjacent floor tiles). You could also allow slime to coat walls, which would reward players for jumping with finesse and not bumping into things.

Stjarna Höfuð by gamebuilder 2018-12-05T06:32:22Z

After some experimentation, I was able to win with 1,105 mana! bbbb.png

My strategy : At the start of the game, you change directions so slowly that it's not really worth aiming at any stars in particular. I found that the player has no max. velocity cap - this means that you can basically accelerate forward forever and keep gaining more and more speed. So when the round starts, just pick any diagonal direction and accelerate in a straight line. The bouncy walls turned out to be very helpful here, because they just change your momentum without slowing you down. Eventually after you begin to bounce around the screen *very fast*, you will be able to collect tons of stars quickly. After several hundred, you are able to regain some control and you have plenty of time to slow down and collect stars more precisely.

As other reviewers have mentioned, the movement controls are a little difficult. It almost feels like the acceleration has a delay to it, or it follows some sort of quadratic curve. After collecting hundreds of stars, the movement becomes much easier and actually pretty fun to wrestle with!

I was confused by the significance of the 'black sky' zone - It seemed like a punishment for trying to eat the sun while I was too small. However this zone turns out to be super helpful - you can freely build up speed and collect stars without worrying about accidental sun collisions for a while.

One thing I would recommend is making it easier to tell when you are large enough to eat the sun. Any sort of feedback involving color, movement, or even text could work here!

I liked the art's 'paper cutout' feel and the color choices. It would be nice if the sun and the stars were done in the same paper cutout style as the player avatar.

Overall I had fun with this game and trying to figure out how to win or 'break' it.

Blueberry Bounce by Ian Kettlewell 2018-12-03T05:56:02Z

All of the game objects have playful interactions with each other, which opens up fun options in the late-game puzzles. I enjoyed fudging solutions (dragging a bumper around during play) and the King's reaction when I tried to manually dunk blueberries.

One Life Ain't Enough by oda 2018-12-04T23:36:45Z

Not sure if this was intentional, but I found a double (sometimes triple) jump, it's a little inconsistent but I can trigger it by pressing in a certain rhythm.

Seems like it's theoretically possible to complete the game with only 1 death, using the triple jump and squeezing around certain enemies. It was fun trying, but I don't think I am skilled/lucky enough to reach this score!

LD46 — Keep it alive

Ninja and Mouse by TrampolineTales 2020-04-20T04:32:22Z

This game has really satisfying progression - although I avoided taking some of the upgrades and opted to make it harder on myself to save up for score bonuses, I feel like there are a few different strategies a player can take here that would all be viable. Some of the upgrades seemed like they could make things a little harder if I went too high, like run speed causing me to overshoot my target when I was tapping lightly. I like the slow start/end of the ninja's run and how the game has a freeze-frame on the moment you hit the mouse. The lock-on is very satisfying to use, maybe flashing a little too intensely but I am not photosensitive so I wouldn't be able to say for sure.

Slime Cropper by fabbyrob 2020-04-21T06:36:11Z

I like the management of different crops and producing mutations by picking crops with the traits I wanted, its a pretty fun system! Click+Dragging to feed the slime over and over got kind of tiring on my hand, but I enjoyed things otherwise.

The Ludum Dare Flame 🔥 by tobiasw 2020-04-20T15:59:56Z

really interesting concept here, I wasn't able to play at a time with lots of others on but I think coordination is super valuable to help keep a fire going here - very important that chat is included! I would like to see an expansion on the concept of a multiplayer clicker game or even just more expansive progression in this game, it definitely has potential.

Todd and Bobb's Excellent Adventure by bigbadollie 2020-04-21T03:28:10Z

At first I tried playing this like an action game and fighting the zombies intentionally. After I realized it was better to sneak or run away from them. Also an important thing was holding Shift to run, I don't think the game ever mentioned that you could do that.

When I got the hang of everything the game was pretty fun, that bridge jump is hard to land!

Keep the DUCK alive by Hackschnitzel 2020-04-20T22:07:26Z

Really nice visualization of hangman here, the 'Rope Cam' is great!

Omiga Daycare by Wheffle 2020-04-20T16:52:54Z

My score was 2443. I really liked all the different pet varieties and how they used different food/medicine. Especially the demon one who ate meat and got cold instead of sick.

Stay Away from my Eggplant by Aycan 2020-04-21T06:20:04Z

I really like the option to purchase cats, avoiding an actual upgrade to make the game harder. I was able to complete the game with 0 damage by using 2 sheds, 2 cats, and both self/enemy damage upgrades!

Tower Defence of the Heart by terry 2020-04-21T08:25:33Z

This game felt really fast paced and cutthroat to me - I feel like if I mismanaged any single unit of currency I could lose. I found it very fun in its difficulty, and managed to get up to wave 6 after some time playing and improving. It doesn't feel impossible, but I would need a *lot* of practice to beat all 20 I think. I would appreciate some setup time in-between waves because I often found myself temporarily moving some turrets near the enemy spawns to get extra hits in before they reached the winding path around heart.

Also, I found that I could sell the heart for $1. Regardless of if it was intentional or not I appreciated the extra cash :p

Moluski by Piko Monde 2020-04-20T05:08:23Z

Fun game, it almost felt like a sliding block puzzle? I like the idea of browsing around a large picture in smaller tile chunks like that. I was confused what the blue item you collect was, but I was able to figure out what to do with it anyway.

Flowdating by spthiel 2020-04-20T16:25:45Z

interesting genre-blend of a dating sim and a virtual pet game here! I didn't find it immediately intuitive that I wanted bars to stay in the center (until water got too high and turned red). That was good feedback, maybe it would help more to give some sort of marker in the center or increase the effect you already have.

Wonder by Ian Kettlewell 2020-04-20T02:21:54Z

I enjoyed how there's a slight puzzle aspect to some of these screens in how you can think about preserving momentum to hit both low and high dots. Although sparse, the sound design was very nice and fit things well. I think this game hit on the kind of feeling you were going for, and it was paced pretty well too (not too long / short).

Circuit in Distress by LyghtningWither 2020-04-20T17:04:44Z

Funny idea, I think it fits the theme pretty well. I liked the idea of playing as a dying laptop that cannot move or take action in physical space, but only beg for attention. Some of the options didn't seem as effective as others, I think it might play better if there was more variety or complexity to how you affect humans.

SPS10DS3 by Retti01 2020-04-20T05:27:00Z

I wasn't able to try the two-player mode but I imagine it would be pretty cool! I had some difficulty destroying pirate stations, it felt like my gun and bombs weren't doing enough damage to them. The two enemy types I saw (one that charges at you and one that fires at range) played together pretty nicely. I also think some sort of radar or a way to move faster would help out!

BBYS by Lambdanaut 2020-04-20T04:44:20Z

I like the rules of the game here - different BBY colors to manage based on enemy types and a kind of area-control resource management. I wasn't sure what the clothing items did or if they were just cosmetic, they were nice to have though. I would appreciate some way to interact with enemies or the environment more - maybe disabling an enemy or being able to build temporary rocks of my own to block something off.

Satisfy'n: Keep the Love Alive by BlackOpsBen 2020-04-20T03:09:55Z

Nice art and mechanics - being able to go faster feels pretty good once you've gotten an upgrade. I found that the game got easier as time went on, and it was generally more difficult starting off. I think it would be pretty cool if this game was expanded to have a larger city and more interactive bits!

Confluence by Dandala88 2020-04-20T03:29:49Z

I think the sounds and art are very nice, it was a good atmosphere and mood. I liked how there were 4 health pickups in all 4 edges of the map, collecting those was a nice challenge. I had trouble getting all 4 in the same playthrough though because it took a long time for me to go grab them and leave the computer undefended. And a cool part about the shield is that it lets me shove enemies around even though I can't shoot them. I didn't realize at first that I should shoot diagonally (because the ship doesn't turn to face those diagonal directions) and I think you move a bit faster while flying diagonally too.

Rescue turtles by A-312 2020-04-20T02:57:52Z

I like your sprite art for the player character, turtles, and gulls. The animations are pleasant, the turtles look like friends and the gulls look like jerks. Also, I found that you can sort of ride on the gulls when they're trying to fly away. Not a bug because I'm not actually able to go into the sky, but it was fun!

Fire Saver by Vollfeiw 2020-04-20T21:19:52Z

My best time was about 4mins 30 seconds, but I think I could do better with a few more tries.

I liked the ways I needed to manage resources in this game. Wood, seeds, and enemies altogether made for some interesting decisions (choosing where to plant a seed, trying to knock enemies into trees to make them grow, and making sure I had more wood coming in than seeds). I found it difficult to aim where the object I hit landed, especially when objects got trapped in the dark corners where I couldn't see them.

Batteries Included by Michael Prentice 2020-04-20T16:34:41Z

Nice levels that do a good job of showing off your main mechanics here. I like the color scheme you used here and even though there aren't too many background details I think they added a lot of immersion to this space. Outside of LD time constraints, one thing that might be cool to add is being able to push conductive blocks around in order to make/break certain connections to solve a puzzle.

Keep Kitty Alive by joannetteg 2020-04-20T02:47:09Z

My best time was 136.

I think the game has good pace on the escalation from clicking a single meter to having to manage all resources and barely keeping up. The music speeding up is a really nice effect to go along with this!

I like the visuals especially the colors and shape you chose for the cat. It's 'off', cute but also a little sickly/suspicious looking. I'm not sure about this, but it seems some Needs take longer to perform their action when clicked than others? If this is the case, I think it would have been nice to include some way for me to see the 'cooldown' display, because I often find myself mashing on a button waiting for it to light up again.

Also there appears to be a bug where playing multiple runs in sequence will inflate your score (it keeps getting incremented without being set to 0 between runs).

Good Shapes, Bad Shapes by ishmandoo 2020-04-20T05:39:09Z

My highest score was 58.2. I like the style of game here where you are hunting for light and dodging advances from enemies as you search. The dash move turned out to be very useful for me - I think it would be even better if it had a some UI or ingame element that let me know when my dash was ready to use again after its cooldown period. The enemy types had some good variety, I liked their distinct behaviors and the triangle caught me most often. Sometimes I felt like I would get lost and not know where to look for my next light pickup. Maybe could be addressed by having some sort of indicator that tells you where the closest pellet is, or having the pickups cast more light so we can see them from further away.

Watch Your Head by MrFluffySheep 2020-04-20T03:36:30Z

This is a pretty fun object avoidance game. I liked the slow-mo effect and how I could use it to whip around my ninja's body and kick blocks away. Although, sometimes after kicking them away they would bounce off a wall off-screen and come flying back at my head super fast. Maybe I shouldn't go for style so much.

On the slow-mo effect you can get smoother results if you try modifying Unity's physics Fixed Timestep value. Lowering this value might put your computer under heavy load when the game is running full-speed, but I think you should try modifying it while the game is running to match the scale of the slow-mo effect.

Jeffrey the Turtle by fullmetal_automaton 2020-04-20T14:01:36Z

Nice game, my favorite part was the baby turtle's behavior and how it was constantly jumping around and running away. I felt like I couldn't trust the baby, which made those sections where I needed to drop him in order to hit a switch more tense. Platforming through these level designs was fun, and I liked the solution to the bonus level (at least what I did was to ride the bird after hitting the trampoline). It feels like if your player turtle is more than halfway off of a ledge it starts to slide off - it made some jumps quite timing sensitive.

God Simulator: Mountain Edition by MartinTale 2020-04-20T06:11:52Z

Polished presentation and I liked the use of achievement milestones. It was satisfying to see the tower build itself in real time. I think it would be nice to look at adding more types of upgrades and varying the costs a little bit. Each upgrade costs roughly the same each tier if I remember correctly, and this could be a good way to make the choices you make feel like they have more impact.