Foon → Ludum Dare Explorer → Users → MentalBlockGaming
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | The Exgerminator | jam | 944 | 2.65 | 2.47 | 2.00 | 3.26 | 2.75 | 2.94 | 2.78 | 36 | |
| 2014 | 31 | Entire Game on One Screen | Channel Surfing | jam | 245 | 3.52 | 3.33 | 3.96 | 4.30 | 2.54 | 2.63 | 3.25 | 40 |
Interesting game. I didn't really get what I was doing for a lot of the game, and the first few levels didn't feel much other than just walking from left to right. Nice mood, but the whole thing feels a little too cryptic for me to get into the story enough, and the core gameplay wasn't all that fun.
Very nice! And AI too!
Really nice game! Felt great. The absence of music actually added to what I felt was quite a stealthy game, teleporting behind bad guys and jabbing them to death. Interesting that you didn't have to kill all the bad guys either. All down to how you play. Really enjoyable - only downside is theme.
25707!
Fun little game - I would probably make the earth less circular to reduce dizziness. If the plane were flatter (but still an arc) it would help. Your eyes have to constantly roll around the front of the screen to meet your player when a new obstacle approaches. I think that's why anyway.
Soundtrack is nice, although I'm not sure it gave off the right mood. What mood WERE you going for?
Shame about dialogue - your eyes are too busy to read it.
Telling patients to shut up is pretty damn hard. - Maybe if patients were fidgety, telling them to hold still would reduce how quickly the wound moves around.
Difficulty doesn't seem to rise at all. Found it too easy after a while.
Really like core gameplay elements - zxcv and aiming stitching.
Nice feedback on correct/incorrect moves.
Really fun!
Cool sprites for running, slowing down, and teetering on an edge. Unfortunately I didn't like the character's movement very much - moving sideways felt very slow and unresponsive. I also didn't really like the way the character went completely 2D when changing direction, Paper Mario style. Felt a bit out of place with the rest of the nice animations.
The game is very difficult, and I didn't manage to finish the game either. A nice entry nonetheless. Who knows what happened to the pipe?
Nice game! Damn hard though.
Cool game! I only wish there were some alternative form of combat - the gun seems a bit lacklustre later on.
Great game! Very smart levels, and a smart way of introducing them. Some really cool mechanics here.
My complaint is the volume of the laser beams. You can hardly hear the music over them, and they can be quite grating after 60seconds+ on the same level.
Really nice game!
Love this concept!
Interesting game, I just couldn't find a lose condition so after a while it felt like I could press anything and reading didn't even matter anymore.
Nice back story. Made taking calls more interesting.
As others have said, having previous chat options lingering even when you've moved past that point of the conversation can lead to nonsensical conversations. That said, there seemed to be a lot of text there, so I'll admit that tying up all the speech could get pretty tricky.
The game was kind of laggy for me. It took much longer than usual to draw a simple window. I found the way you could only have one conversation up at a time not necessarily bad, but the fact that the window got placed OVER the phonepad every time I answered a call made it annoying to click and drag each time.
Hilarious! Love it!
You can clear the screens by pressing your numpad keys. :) Although others have had issues with the static too so I'll accept your criticism.
Nice little game! I play word games a lot. The difficulty was kinda slow in my opinion - I'd have liked it to ramp up a bit more quickly. Maybe by making enemies quicker and more threatening and implementing a lives system, it would have helped keep things more interesting. I found the letter limit only restricting for the first two levels or so, then it was a non-issue. It was kinda repetitive until I realised that there were special bonuses for getting words of a certain length - I LOVED that aspect of it. Just for readability, I may have flipped the scene so that the words you were saying would be spelt forwards and not backwards. I didn't really get the theming behind the game, but I guess it worked - maybe a librarian or school kid or something to do with a dictionary would have made more sense.
Good game!
Incredibly well polished game for the compo! Hats off!
I love the death animation. Also, great cohesive mood with the retro 1999 era.
I'll echo what others have said: the thinker statue takes up a lot of room, and playing in the background is incredibly difficult. I also feel like just having a larger playing field to work in would give the player some breathing space, especially for the fast moving enemies.
Highscore: 7638
As others have said, you have a lot of assets and it's clear there's a lot of polish gone into the game, but what do you do? I couldn't find anything to do. The spells were cool but I was just wondering around for 10 minutes and couldn't find another soul.
In terms of things to improve: the menu fading is way too slow. Speed up the animation.
The instructions slide on the menu is unnecessary, since it only says what the start of the game says.
Right clicking to turn camera is unusual. I would expect to do this with mouse wheel scroll.
How do you exit the game? I would like esc to bring up a menu.
Very relaxing zen game. I think I would have liked a little more guidance on what a win condition and a lose condition was rather than just being left to play.
Perfect music choice.
The cute little interjections from the plants were confusing at first, but still cute. I also love the look of them, and the gently swaying grass.
I had a little bit of difficulty placing plants due to the cursor being above the tile I wanted to use. Even with the shading placement help, I still couldn't land the purple plant til my 5th attempt.
I didn't really understand the counter system with the plant costs, or how you earned points back. I actually thought I lost once I covered all the dirt, despite aiming for that goal. It might be a bit clearer to add some sort of 'win' screen.
In terms of polish, you could add a rollover effect on buttons. I also found it a little jarring that the music restarted when you restarted the game.
Good job!
It closes when I open it :(
Very nice simplistic art style. I like the way the colours of the tree change. ^^
The time didn't seem to display properly when I finished.
My only complaint about the mechanics would be that although the game had an incredibly zen feeling to it, collecting more and more blossoms becomes incredibly frantic which works against the relaxing music and graphics. Perhaps on a touchscreen this isn't so much an issue. :)
Nice concept. I found the game itself really hard though. The fact that your light source gets cut off once anything gets past is really punishing, I feel like that should be changed. Also, I don't recall being told that letting a yellow balloon reach the left would lead to failure.
Liked the live action video briefings.
The game scores highly for me on everything but fun. It's unique, it's original, but what is the gameplay? Trial and error? It didn't seem like different insults meant much, especially when they were randomised and sometimes you'd get duplicates or triplicates. Why? I prefer some strategy to the game rather than just randomly pressing buttons.
I'd have preferred the controls to be clickable rather than numbered 1 2 3 4 (Especially when not clearly labeled in the game).
Nice graphics, nice music.
Really enjoyable game! I liked the mechanics a lot. Great polish with cut-scenes and the game felt very responsive when stealing and using weapons.
The one thing I kept forgetting was to progress the text myself. I felt like the dialogue had ended twice and the game was about to start so I stopped clicking forward - I needed a reminder that I should click to make the dialogue go away. (Some sort of mouse icon or something.) I also did this at the start of the second round with the interstitial text.
I feel like the music for Cuddle Kingdom could have been cuter, but both songs were still good nonetheless.
I think the first section of direct speech didn't open with a speech mark - but that's just nitpicking.
I'm only being so critical 'cause it's such a high quality game - great job!
Love the mechanics by this one! You really made great use of the theme.
The graphics are just right.
Forgive me if I just overlooked it, but the game could really have done with volume options.
My biggest complaint is hit detection. I couldn't get past level 3 because landing a dart was so damn hard! Shame, 'cause I'd have liked to see the later levels.
On a smaller note, I found the long text on the buttons quite confusing for navigation. Maybe it was added for humourous effect, but I just found it a little distracting and less intuitive. The font wasn't impossible to read, but it wasn't the clearest either.
The only other thing is: I don't understand the title. :P
GG!
Interesting concept! Unfortunately it felt like I did next to no healing as most of the enemies just got one shot anyway. Some sort of sound effect for the healing might have been a nice way of reinforcing some of the gameplay mechanics - I did occasionally see my remorse meter go down, if only a little. The names of the characters were pretty funny. On the other hand, I felt like I just got mobbed way too quickly and it made more sense to run and hide in corners than to bother healing anyone, so I didn't really enjoy the game that much.
I like it!
A few spelling corrections: "through" "these" "make sure you" (no comma) "although"
When I was rolling around at the bottom the camera would slightly pan up and down. Was this intentional?
It was a shame there was no end screen.
Cute little game. The blue toothpaste on blue background was a bit hard on the eyes. I didn't get the title or the theming behind the game. Perhaps consider making the gunshot accuracy slightly off so that it always fires somewhere within a 5 or 10 degree angle of where you're shooting from to make the game a bit more interesting. The toothbrush concept didn't seem to be very well executed, although the idea was nice.
Cute game! Wish I could play more of it. Upon reaching the door in level 1, nothing happens :(
Critique: Why is the fps shown in the window title?
'Title screen' is unnecessarily written on the title screen.
Horizontal movement in the air is faster than moving on the ground, strangely.
Change 'deploy teddy' to enter. I didn't know how to return to the female character without randomly pressing buttons for 10 seconds. Enter for deploy, enter for return, and space to attack as usual.
The enemies don't actually do anything.
If you stand against a wall and deploy the teddy, he goes outside the game border.