Foon → Ludum Dare Explorer → Users → Melmo
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 44 | Your life is currency | Kessler | compo | 469 | 2.73 | 2.76 | 2.60 | 1.87 | 2.08 | 2.08 | ||
| 2018 | 42 | Running out of space | Dead Zone | compo | 560 | 3.02 | 2.95 | 2.61 | 3.21 | 3.12 | 2.92 | 2.91 |
On the surface, a nice abstract puzzle game; but underneath there's a whole load emotive, empathic and moral stuff going on that really gives food for thought.
Would love, love, **love** to see this explored more - especially in a Papers Please style format where the demands (and rewards) of the puzzle may be at odds with the ethical implications of certain actions.
Very well done: definitely a very *memorable* experience.
Getting a 404 on your link, sorry!
As others have mentioned, the game looks great. Graphics are clean and, importantly, cohesive: everything, from the models to the UI, looks like it belongs to this game; nothing looks borrowed or out of place.
Also plays well; originally thought that an interact button would be better than mouse click to manipulate objects but mouse click allows you to pick specific packages when they're in a pile which a button might not. Speaking of piles of boxes: some of them, mostly the size 1 boxes, would roll back down the conveyor belt when reaching some of the steep inclines and stay there until another box pushed it up. Not sure if intended or not; but if not, definitely falls under the 'it's a feature, not a bug' category! Adds to the general chaos as the difficulty *ramps up*.
Audio sounds compressed, but otherwise sufficient.
All in all, fantastic achievement. Well done.
Would recommend swapping roll and yaw in the default control scheme.
Other than that a solid navigate the obstacles game but with some very off-piste, tongue-in-cheek humour which I enjoyed. Was curious how one might try and persuade the border guard and was suitably amused.
Bloody hell, that bazooka packs a punch! Love the sound and screenshake, feels great. Projectile path feels good; and a good pace on the projectiles, too.
Would prefer if projectiles could damage the player as well as the enemies; would be nice if they lasted longer, too. Discovered that you can jump continuously without hitting the ground (presume that's a bug).
Also discovered fairly early on that there was no limit to rate of fire and **from that point on I never looked back**...
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Animations are great, especially enemy animations. Not sure if the voices were supposed to be amusing but I found them oddly hilarious.
The game could use an indicator to show where enemies are about to spawn as I died several times from enemies spawning on / right next to the player location.
Being able to knock walls back by hitting enemies into them would be a nice touch.
Great job for your first Jam, well done. The music, especially, fits the mood of the game really well.
The speed of the projectiles, along with the limited fire rate, works well: requires you to anticipate enemy paths. The limited rate of fire particularly lends to mood of the game is it becomes clear that you simply can't keep up with the speed of the encroaching walls.
Couple of points for improvement: - the static on the main menu is a bit too loud; - the constant rate of fire means that once the level reaches a certain size it becomes almost impossible to get a shot off on a bug that suddenly appears and is coming straight at you. Might be better to allow the player to fire at will but, as before, limit the rate of fire.
Good idea; fits the theme perfectly. Mechanics are pretty nifty and can see the potential for some great gameplay to emerge from manipulating the various countdowns on tiles. Unfortunately, the controls are pretty awkward. Would probably play better with WASD movement. Hard to take advantage of the game mechanics without more freedom to move around the board.
Graphically sound, from a visual and gameplay perspective.
As other have mentioned, controls seem erratic. Major problem apparent when trying to jump off the very edge of a platform: game appears to interpret this as a wall jump rather than a regular jump (unsure if intended?). Easy enough to factor in once known but unintuitive at first. Would also recommend rebinding the dash from C to something like W.
Good challenge once I'd got used to it. Managed to make it to the fourth(?) checkpoint but just couldn't make that ascent before the darkness caught up to me!
Round 4: get cool new red and white fish.
Name him Codsworth.
Round 7: get new red and white fish.
**"You are not Codsworth."**
Straight into the maws of death.
"Dogs that have been sleeping on the bed can be temporarily placed back on the floor."
*Looks at actual mountain of dogs.*
Sorry long boi, looks like you weren't destined to be a *hot dog* after all...
Great little platformer. Really shines from level 7 onwards where both speed and precision are required. Feels good when you manage to chain actions together just right.
Couple of issues with collision / through walls, etc. but quick, short levels mean that it's not too much of a problem. Would definitely remove the 'return to level select' button though. Pressed it a few times mid-level by accident!
Thanks @tulipekoni. The game was built for controller but I added mouse and keyboard for those without, although it definitely needed more work.
Scoring system is a good suggestion; would have been a good addition.
@blobo Thanks for taking the time to play and provide feedback!
Took a bit of experimentation to work out what required what and a couple of tries to find a proper opening build order but once I'd worked it out the whole thing took off and it felt very satisfying to make everything work together. Reckon it'd look really neat with animated blocks for each production building - not expected given the timescale though! Also, as other people have mentioned, music is really good.
"You are a sentient backpack..." - made me laugh, already on to a winner. Protip: save making those blue potions until you see one of those horned lizards!
Couple of points worth mentioning: - as others have mentioned, would request the addition of a 'replay' button or equivalent, especially since each run is rather quick (at least for me!); - the Game Over typeface doesn't match the pixel graphics; is also rather compacted.
I'd also rework the RNG to favour certain values, for example: - ended up with four green potions but only one red and blue mushroom each on one playthrough; - two horned lizards spawning before any pickups made for a particularly short playthrough!
Would be a good little game to port to mobile / tablet if you could implement touch input.
Couple of suggestions: The code for turning seems like it'd be better suited for gamepad rather than mouse but game doesn't seem to have been set up for gamepad input. Might be worth looking into for your next game. Might be worth checking your **Viewport dimensions** on your game's itch.io page and increasing the size a bit as your game doesn't fit well as others have mentioned. Speed Turrets feel a bit OP, especially compared to the price of the more expensive turrets. Hope you find this feedback useful.
Music is spot on; art is spot on - really feel the part. Game seems pretty balanced, too, which is impressive. Would be nice to have some sound effects on attack, death, etc.
Unfortunately, the Web version of the game (at least for me) is impossible to play as the required inputs during the hacking game don't appear. Not a problem in the Windows build, though.
Excellent interpretation of the theme, probably best take on it I've seen yet.
Would be good to see different enemies to add some variety to the challenge.