FoonLudum Dare ExplorerUsers → Michael Darling

Michael Darling

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202353Delivery👥Spatial Deliveryjam5933.573.503.524.003.113.472.573.15

Performance over time

overall score (left axis) percentile (right axis)

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Fun vs Overall

Innovation vs Overall

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Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Michael Darling

LD53 — Delivery

DARKLINE by xk_the_name 2023-05-03T23:47:10Z

Really interesting atmosphere! Definitely felt invested in the narrative. Mechanically I enjoyed the turn based combat, but felt like some weapons ended up totally overshadowing others. That isn't strictly a bad thing, but it'd be nice to have a way of getting rid of old weapons that have lost their usefulness. I did really enjoy the resource management aspect of the game. Finally, just noticed some minor grammatical errors, but nothing that kept me from understanding the game. Very nice work!

Why Deliver Y ? by Aurel300 2023-05-04T23:20:34Z

Wow, I really enjoyed this. Super pleasant visuals, and the use of narrative as a tutorial was brilliant. My only suggestion would be a way to speed up the tile swapping animation. There were times (especially the level near the end with the crates) where I had a sequence of moves in mind, and having to pause for each one felt tedious. Finally, I loved the music, super eerie and melancholy, but I thought a couple of the sound effects, especially the "end of level" sound took me out of the atmosphere a bit. But overall, I'm super impressed by this game. Felt very cohesive and polished, way more than I'd expect from anyone in 72 hours. Congrats!

Please, Clap. by sebbot 2023-05-03T20:45:44Z

Love this interpretation of the theme and the mood was very unsettling—well done! However, I couldn't for the life of me make it past the first round of applause. Am I supposed to be following the audio of others clapping? The applause sign? Watching the crowd's animation? The speaker? At what point do I need to start using ASDF? That said, maybe failing to understand the mechanics ties into the idea of attempting to blend into a crowd. Either way, very nice work on nailing the uncomfortable/creepy vibe!

Dungeons & Delivery by frozenfire92 2023-05-04T00:31:21Z

I really liked the concept of this one overall!

At first I wasn't sure how loading chests worked. I saw a closed chest and assumed I needed to interact with it somehow to fill it.

On a positive note, I really enjoyed the music! It added a lot to the atmosphere and fit the setting very well.

The concept of the game is neat and I really liked the core gameplay loop. At first, I found it difficult to prioritize which dungeons to go to and sort of just wandered, but eventually I fell into more of a loop.

One hit kills felt quite harsh, especially with how fast the skeletons are.

I also found that the movement felt a bit slow relative to the size of the dungeon. The skulls helped with that, but it was frustrating having to check each skull not knowing whether it was a teleporter.

Lastly, I had an unexpected death when I teleported to a skull without being able to see where it would take me. It might be worth adding a visual indicator or some other cue to help players anticipate where they will end up.

Overall, I thought the concept was really cool and the core gameplay loop was engaging. Just needs a few minor tweaks—awesome work!

MutliTruckDeliver by Byzilio 2023-05-03T19:24:14Z

Cool game! Love the color palette. I'd love to input paths by clicking multiple points rather than dragging. As a trackpad user, trying to drag a whole precise path in one go was pretty tough. Nicely done!

City Transport Ordeal by LCStark 2023-05-04T18:56:54Z

Nice work! I'm always a fan of the grayscale color palette, and I thought the game was pretty readable despite that limitation. The controls felt a bit floaty to me, but that's personal preference. I'd love a way to see which packages go to which destinations in advance, so I can optimize my route accordingly. On a similar note, it might be cool if the player could pick up multiple packages at once, at the cost of reducing their speed or something. I think it'd feel super rewarding to plan a route with multiple packages, then deliver them all at once to rack up a bunch of deliveries at once.

Orbit Express by BmanStudio 2023-05-04T18:38:46Z

Well done! Very challenging gameplay, but rewarding to get better at as a player. The whole ejecting packages thing didn't quite make sense to me at first. I kept thinking I needed to shoot them to the delivery zone as a projectile. Once I got past that though, I had a ton of fun! I'd love a way to zoom out when I needed to find fuel. When I got low, I found myself kind of just drifting, hoping to find something. As others have mentioned, great job on the art as well! and you were right—we both did space delivery games, but with very different approaches 😄

Kingdom Post by Astoeth 2023-05-03T20:13:35Z

I really like the graphics! The gradually expanding network of deliveries and waypoints is cool, though it took me awhile to figure out that new deliveries didn't just unlock over time. There seems to be a bug with how the waypoints display on the map, as when I scroll in fullscreen they seem to scroll at a different rate—like a sort of parallax effect. You may also consider darkening some of the map textures a bit to make the waypoints more immediately visible.

From a design perspective, I never really felt the need to expand far outside the initial area. I think that might be due to the fact that I didn't really understand the longterm goal of the game. Do I want to make as much money as possible? Explore the whole map? Just survive as long as possible? Perhaps adding some sort of time pressure would encourage players to push outward more—i.e. make as much money as possible by day X.

Overall I think it's a really cool concept, and I'd be interested to see where you take it. Nice work!

W.O.O.T.: Warp-Optimized Order Transport by fachscahfttf 2023-05-04T22:33:27Z

Awesome work on this! The visuals were super clear and readable despite having to convey a lot of information. The linking mechanic is very intuitive to understand, but I feel like it could be taken in a lot of different directions. My only complaint was I didn't really understand the end goal, as another commenter has mentioned. I feel like this could be a really good basis for a competitive turn-based game, where players are competing for resources and trying to establish links while cutting off optimal options for their opponents. I'm excited to see where this one goes, hope you keep working on it!

Slime Post by Sebhulhu 2023-05-04T19:20:48Z

Cute art! Mechanics felt good, movement and jumping was nice and snappy. I agree with the other commenter, losing all progress when running out of lives felt pretty harsh. When I ran out, I simply stopped playing, whereas I would've gladly kept playing had I just gone back to the start of the level. But overall, I had a lot of fun playing. Nice work!