FoonLudum Dare ExplorerUsers → Park

Park

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCo
201532An Unconventional WeaponMegane Fevercompo4343.303.302.693.354.402.943.773.45100

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Park

LD32 — An Unconventional Weapon

Mable: The Journey by tripleVisionGames 2015-05-01T07:59:00

Very cool mechanic, the jumping mob gives me the most trouble if I'm going fast. It's satisfying to cover as much ground as possible and get small boosts by recalling the sword regularly. The the "stretching" of the sword sprite when it gets pulled back is super satisfying.

The Devlog looks like it's going in a puzzle / exploration direction instead of a runner. Although I'm a fan of that type of game, I'm not sure if I would enjoy this mechanic as much at a constrained pace. It could be a fun action platformer if the human form has robust combat mechanics, but I was kind of excited for this particular build because there are so many action puzzle platformers already out there. ల(*´= ◡ =`*)

That said, I can't immediately think of tons of features that could be added to an action runner other than running boss creatures. With bosses using dashing, jumping attacks, projectiles, or bullet patterns there is a -decent- amount of gameplay to be explored, but...

Well, I'm not on TIG, but I wanted to drop an opinion in the bucket somehow. (= ̄∇ ̄)ノ

Whichever way it goes, best of luck with future development! I enjoyed your game immensely!

Their Own Worst Enemies by ObscenelyTrue 2015-04-20T22:55:00

Very cool, I enjoyed it! Nice work! (^∇^)ノ♪

Blink Gun by Split82 2015-04-21T23:06:00

Short but very complete experience. I liked the way the player box rolled around, it seemed like there was also some unique collision solution based on your rotation while jumping onto the corner of platforms - or did I imagine it? Well, very smooth controls and collisions at any rate.

Possibly there could be a minimalistic sound effect while swapping and jumping - something subtle that wouldn't interrupt the nice mood.

Other than that, no suggestions.. this was excellent work. ( ̄▽ ̄)ノ

FINGERSLINGER by Mnemusyne 2015-04-21T15:35:00

Clever and effective. :)

Bubble Becky by Dining Philosopher 2015-04-21T16:19:00

Really good, the controls could be smoothed out a little - allowing up + a direction while stuck to a wall to jump diagonally rather than pressing up then air-controlling would be fantastic. Some of the platforming puzzles were a bit unintuitive because of low ceilings or small ledges that provided or prevented the little bit of height needed.

But, those fine tunings are basically trivial compared to what you've accomplished, you have a fun system in place, nice art, and excellent audio. Great jam game ヾ(^∇^

Weapon Shortage by Spaghetti and Meatball 2015-04-30T22:38:00

That was fun, although the frame rate was low on my mid-range laptop. I think this caused some problems when I sometimes had about 3 frames during an attack, since it really lowers the collision opportunities. Dragging and rotating objects during crafting also became tedious with low frames.

Maybe that's a web player problem..?

Specter Snap by Snicklodocus 2015-05-01T00:25:00

Great work, some satisfying mechanics and great interpretation of the theme. The core experience stands above many of the games I played.

The jump sound could be a little bit softer or smoother, and some of the high notes in the music also seem a little out of tune. It adds some to the ghostly mood, but ultimately it's the main reason I needed a break from playing. Otherwise, kind of got a Secret of Mana (NES) vibe from the music - pretty cool. Maybe a different instrument sample would smooth it out..?

For visuals, you could try adjusting the shadows toward blue-greens, blue-violet, or a cool red-violet instead of grey. It will add a punch of life and energy to the setting for the least effort. Bonus points for randomly selecting between a background preset for replay variety. Maaaybe even try pulling the background into darker mid-range values instead of light values, and adjust black UI elements to be white if necessary.

Hope those suggestions might be usefulヽ(^。^) It's already a solid game with tons of potential.

Ghost Alone by PoQA Games 2015-04-30T23:28:00

Awesome. I'm a bit sad that the menu music doesn't play during more sections, because it sounds excellent!

Perhaps the ghost's smoke trails could glow more brightly, either in the violet hue it currently uses or maybe in a ghostly cyan. Partially for supernatural effect, partially for improved visibility.

The destructible credits were a great touch. ;)

Also.. high five for the good bookshelf asset. That piece of furniture demands quite a bit more time than other props to get right. I really half-assed it in my game. (⸝⸝^▽^⸝⸝)ゞ

Billy McMath Solves Problems by Manky 2015-04-21T01:32:00

That was absolutely fantastic. I'm still laughing, everything is perfect!@!

Throw them out! by shatty 2015-05-01T01:03:00

Wish I could play on Mac! ;o

Newt Scoot by CorgiCommander 2015-05-01T02:12:00

Kinda wish the player moved a tiiiny bit faster or otherwise had more lenient collisions vs the environment. Otherwise, great game with some nice strategic options by managing the doors and position of objects. The raccoon that ran around opening doors was cute. ヾ(^ ^ゞ

Loli Mechaslayer by theholychicken 2015-05-01T00:40:00

Yeah, quite good graphics! ヽ(^。^) It's unfortunate that the boss has no dynamic attack patterns or movement behaviors, and the HP is just.. too high, or maybe the player's damage is too low. Even with some dynamic boss AI, I don't think I would stick around to try and beat him if it turned into a grind. Hope you can figure out the collision the bugs!

Kodama - frail echoes by geekdrums 2015-05-01T03:59:00

Hey, this is really good.. I think it's the only game that provides an emotional response besides humor so far. You made a beautiful game. I hope more people can play it.



I also needed to add .zip to the Mac download, maybe you could add that to the source file for future players?

Badass Inc by deepnight 2015-05-01T03:05:00

Maybe you mean "Room service", I'm not sure what Groom service is, if not an intentional joke. It adds character, so I think I would leave it. (〃⌒∇⌒)

Fantastic game. ・ᴗ・

Pogo Dojo by Danman9914 2015-04-20T04:02:00

I'm pretty confident that this will turn out to be one of the most unconventional weapons I experience today. :D

The zoom effect while doing tricks is very cool, I struggled to land where I wanted to between the zoom, timescale, and fast gravity & enemy speeds though. If any one of those factors were adjusted down I think it would handle better.

Well done!

Mass-X by hexagore 2015-05-03T06:20:00

Heeey, when I run the app on my Mac (OSX 10.7.5) the app window just shows my hard drive's directory, like an html directory. I think I recognize a few other mac users in the comments, so I wonder what happened when I ran it.. Tried the download twice, same result.

I'm afraid I can't run the HTML5 version either, because I set Firefox to always show the mouse, and the mechanic seems to only work if it's hidden.. Not sure where I can adjust that setting, although I scanned through about:config and the googlenets for solutions.

Mass-X by hexagore 2015-05-05T04:05:00

Heyo, I was able to get it running in Chrome. full-screen-api.pointer-lock.enabled was still set to the default value in Firefox but I tried toggling it with no results. When I run the game, there is a popup requesting to hide the mouse pointer. In Chrome the options are Allow/Deny, but in Firefox the options are Allow/Deny + Always Allow/Never Allow. I assumed that the aiming mechanic could find my pointer even if the pointer was visible, but denying the pointer hiding seems to break it.

I searched for keywords mouse, hide, pointer, and lock in about:config, and in the end looked through the whole directory, but I guess the Always Deny setting I chose isn't saved there, or it isn't labeled clearly. Yikes! I wish I could have provided a solution to that, but all I got was a list non-solutions. (*´_ゝ`)ゞ


At any rate, I liked the game! The character is cute, her comments were good fun. The music and sound effects created a fantastic mood, I think the bloom and noise overlays helped with that too. I liked the little falling animation a lot. (`・ω・´)”

I enjoyed the teleportation mechanic, although the aiming was a bit cumbersome. It seems that the mouse movement isn't constrained to the same radius as the reticule, so if the hidden pointer is too far from the character you can do circular movements with the mouse but still just be aiming to a side. In a GIF from your prototype the reticule seemed to be following the pointer freely, I think that style may have felt more responsive with a mouse. I also didn't realize you could teleport beyond the reticule for a while since I automatically assumed the ability was constrained to that distance. With a gamepad I think this setup is ideal, though!

High marks overall, hope that feedback is useful! ( ´ ▽ ` )ノ

Ridiculous Bird Hunting by eastes 2015-04-20T08:26:00

It's a bit inconvenient that clicking to begin the wave also shoots the gun, especially when the Falcon wipes the early waves and sends you right back to the results. :P

Great color choices, enjoyed the mood and sounds a lot. :)

Mecha Cop 2875 by Tuism 2015-04-21T18:06:00

Fun game, I enjoyed the flying mech a lot. I think the number of civilians and blocky level design are holding back the enjoyment of the other mechs, I used each of them once but stuck with the flying mech for the precision of it's fire and better angles around civies.

Ranked A/S basically by letting the enemies kill the civilians between us before opening fire. Letting the criminals walk through civilian hitboxes or otherwise designing groups of civilians to roam within specific bounds might free up the space that a player feels free to mech dash and open fire.

Altogether great accomplishment, especially given the time. ・ᴗ・

They Come from Behind by nonetheless 2015-04-20T21:36:00

Yeah I also had to stop playing because the cutscenes take too long, even though I enjoyed the rest. Nice work.

Tinka The Turtle by ruerob 2015-04-21T07:06:00

I'm inclined to agree about the head-hurting, the short vertical height is mostly to blame, since your movement extends beyond the frame. Imagining the position of objects in rotation while filtering out the moving water pattern..

The water pattern, while unreliable as a spacial reference, does look entirely fabulous. :) Well hidden seams, and just the right level of variation, it's great work. Pleasing color choices overall too.

Trouble Cliff by catchthefloaty 2015-04-21T07:32:00

Rightclick wasn't working in the WebPlayer (it brought up the unity player settings click-menu instead) but the game was fun. I enjoyed the character expressions!

Lalyvilley by From Smiling 2015-04-20T07:10:00

I figured out the dogs (`・ω・´)” but I haven't gone past the second locked door yet. Fun game! Cute style. Great work!

Glatto Boy by hellforge 2015-04-21T17:13:00

Very interesting, I agree that some systems need to be smoothed out. The enemies spawning immediately without a warning animation or an identifiable "spawn point" sprite causes many inconveniences (the number of times I died by an enemy spawning on my head after I sucked one up is a little embarrassing).

Controls for gliding are a bit awkward since it seems impossible to do on flat ground, not sure if that might be a frames related thing, but I could only glide by jumping from a decent height and mashing J. The input key graphics were nice hints, some visual to represent the desired action would also be helpful polish (I wasn't sure at first what JJJJ would equate to when I didn't do it successfully; a charged jump, a double jump?).

Well, those things aside, I still spent a good time in the game, the art, music, and mood are all quite pleasing, and Glatto is a very cute companion. The world engaged my curiosity. With more polish and user-experience design I think many people would enjoy this game! Good work! ヾ(^∇^

Spaced by Catwheel 2015-04-20T23:53:00

Yeah, add controls so people can play it. ╰(°ㅂ°)╯

NOPAEW by Anikki 2015-04-21T22:21:00

Great work, feels like a complete experience. Although the audio is minimal the quality may be much higher than you give yourself credit for. ・ᴗ・ Also, lovely color choices! The trap tiles took me a while to recognize, but it was fine after I got into the flow.

Burgers Floating Through Space by ssiegel2 2015-04-20T23:08:00

Condiments would be much easier to access from the row of number keys, it's unreasonable to control the ship with one hand and reach the scattered letters with the other. Matching the condiment name to the letter on the keyboard isn't meaningful to gameplay anyway.

The idea is pretty fun though, it has potential.

Megane Fever by Park 2015-04-21T02:36:00

@Phil Strahl thank you for the keyboard tip! I understand why some games were using XC now! I've made ZCWY available for interactions.

I have some ideas for enemy types and behaviors, if I could just stop playing everyone's games and work a bit longer. (⸝⸝^▽^⸝⸝)ゞ

Thanks to all who played!

Floyd the Pufferfish: Slayer of Squid by killako 2015-05-01T02:35:00

Splat sound is funny, cute graphics too. A smaller hitbox for the fish might be nice, I didn't expect the end of my tail to take damage. Pretty fun overall. ・ᴗ・

Bad Tummy Bunny by PachowStudios 2015-04-20T04:20:00

Quite cute I enjoyed the music a lot. Just wish the jump height charged when held a bit faster so I could zip around more nimbly. (・ัᗜ・ั)

Ding Dang Doom by Qui 2015-04-20T22:41:00

That was very fun, great job all around. The threats and execution felt well balanced and meaningful, it's not easy to accomplish! (*•̀ᴗ•́*)و ̑̑ Especially commend you for the nice tutorial and flavor text.

battle star by omaha 2015-04-21T17:34:00

One of the most fun gameplays I've experienced this jam, really enjoyed the potential to develop some skill at the game, and wielding the battle star in an effective, beautiful way had a lot of appeal. My best score was 53, on average around 17-20. Very good work, Omaha. ・◡・

Making the "Battle Star" text at the top larger on replay, or adding some "click to play" text in the center would solve the confusion talecrafter experienced, I sometimes forgot to click again myself while playing a few dozen times. (〃 ̄ω ̄〃ゞ

Terraform Junction VS by Jwatt 2015-04-21T06:45:00

Great concept, really needed to sit and think for a while about how to possibly make turns favorable when construction is randomized. Messing with the opponent seems pretty risky without a solid grasp of how resources will follow the paths. My first play turned the map into an incomprehensible mess. :P

Dino Bombing by Steven Colling 2015-04-20T22:20:00

Excellent, no element felt like it was short of what it needed to be, a very solid experience with polish. Enjoyed the screenshake, appreciated that the music alternated between on and off to prevent repetitiveness, loved the egggenerator and evolutionizer. ヽ(^。^)丿 The opening sequence was amusing too!