Foon → Ludum Dare Explorer → Users → michaelaranda
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | 👥 | Robo Rush Hour | jam | 120 | 4.07 | 3.97 | 3.67 | 4.55 | 4.51 | 4.13 | 3.25 | 3.91 |
| 2022 | 51 | Every 10 seconds | 👥 | Night At The Orphanarium | jam | 166 | 3.95 | 3.83 | 3.61 | 4.11 | 4.42 | 4.32 | 3.62 | 4.04 |
| 2022 | 50 | Delay the inevitable | 👥 | The End? | jam | 510 | 3.65 | 3.57 | 3.93 | 4.15 | 3.75 | 3.47 | 3.01 | 3.51 |
| 2021 | 49 | Unstable | 👥 | The Penguins Below | jam | 95 | 4.11 | 3.88 | 4.23 | 4.53 | 4.16 | 4.10 | 3.98 | 4.01 |
| 2021 | 48 | Deeper and deeper | 👥 | T-Minus | jam | 250 | 3.94 | 3.78 | 3.48 | 3.28 | 4.42 | 4.10 | 2.95 | 3.78 |
| 2020 | 47 | Stuck in a loop | 👥 | Oops Loops | jam | 163 | 4.02 | 3.77 | 4.26 | 4.08 | 3.61 | 3.57 | 3.60 | 3.18 |
| 2019 | 45 | Start with nothing | 👥 | Let There Be Light | jam | 385 | 3.61 | 3.10 | 3.59 | 4.25 | 2.87 | 3.98 | 3.74 | |
| 2019 | 44 | Your life is currency | 👥 | Sacrifice | jam | 606 | 3.38 | 3.20 | 2.94 | 3.56 | 3.05 | 3.23 | 2.24 | 3.16 |
The headbob was a bit much, and being unable to strafe while moving forward or back was a major downer. I was unable to interact with the buying menu. Conceptually, I think you followed the theme quite well.
This was a lot of fun. Very cute. Thanks!
Good, clean arcade action! For the whole gold-digging family!
You're in my Twitch chat right now, so this is a little redundant, but this was a really cute game! I think it would do well on mobile devices. My only gameplay criticism is that I think the rounds last too long.
This was fun! I can't say I've ever played an occult boxing game before. Good job on developing such a polished experience in such a small amount of time!
Great style, interesting gameplay mechanics! My only critiques are the lack of feedback to the player about what's happening, and I feel that movement speed is a bit slow. Looking forward to new and improved versions in the future!
The intro text is a little slow, and the actual gameplay mechanics feel a bit lethargic, and sound design is sparse, but the character of the game is quite novel and holds the attention.
Simple, clever concept!
This might be my favorite game I've seen so far, and I'm super impressed that it was done by just one person! Awesome job! My only complaint is that the jump feels very fast compared to the relatively slow horizontal movement. By the end of the game, though, I had mostly forgotten that it bothered me. I'd love to play a longer version of this!
I really enjoyed the dynamic music! I wish there were even more instruments added at higher speeds!
Simplistic, but vibey!
Nice concept. Would be nice if every time you experienced the rewind, it happened a bit quicker. A dozen deaths in, it feels like you have to wait ages to get back into the action. Impressively polished, otherwise!
Well thought out puzzles! Quite enjoyable, especially for a three-day project!
As others have said, the UI was a bit confusing to figure out. The visuals were very well executed!
Visually impressive! The camera being so tightly coupled with the player made me feel a bit nauseous, and the controls took a bit to get the hang of. Overall, very nice work, especially for only three days!
I greatly approve of the sense of humor in the writing. I'd be excited to play a full-fledged adventure game by the author of this game!
I'm very impressed with the card mechanics! Very unique! And the art was... *chefs' kiss*
Quite a unique take on the theme! Great job!
I enjoyed this! Having the game simulate in non-pixel space, but project in pixel space made it a little difficult to understand where I was in relation to the obstacles sometimes.
I could definitely see this being a mobile game!
I'm impressed at the puzzle design! Interesting concept! Physics were a bit wonky, I think, but especially for a Compo, this was great!
This genre of game isn't exactly my cup of tea, but the execution of this is top-notch! Really nice art and music. I found the gunshot sounds to be significantly louder than everything else, to the point of being uncomfortable, and I didn't see the theme of the jam implemented, but perhaps I just didn't survive long enough! Very impressed at the level of polish on this!
This was pretty fancy! Great job on taking the theme and making something fun to both look at and play.
Moody AF.
As an old man, I gotta say, you're killing it for only being 12! I hope you continue to practice and hone your skills! Keep it up and you're going to be making the best games anyone has ever seen!
I really enjoyed this game's vibe.
Nice job! Very well put together given the timeframe! I think this could easily be expanded upon to create a full game!
This was a really neat concept!
This is a really strong entry for a 72-hour jam! You guys should be proud of yourselves!
Neat idea! Implementation was a little rough around the edges, with some physics glitches here and there, and jarring musical transitions, but I enjoyed playing this more than some of the more polished game jam entries.
Pretty decent entry. I felt like the hitbox situation with the sword and the enemies was a little difficult to feel out. Reminded me of some of my favorite SNES RPGs, so the nostalgia factor was great!
Interesting mechanic!
This was a simple concept well executed! Great scope for a game jam! Loved the aesthetics! Very Wii-like!
Visually impressive for a short game jam. I had similar negative feelings about the controls as other comments have mentioned. Level-design-wise, I was unable to pass the second area, and I gave up after being stuck for about five minutes.
Interesting concept. Not super excited about how it feels that, often, you can't pass a level without first sacrificing yourself on everyone else's traps. Effective music and graphics.
I dig this interpretation of the theme! The art and music are great.
I found the controls to be too touchy for my taste. I think my brain wanted some kind of analog control over the airplane's pitch. I also found the speed bubble things just slightly too difficult to hit regularly, in part because it's hard to judge the height distance between you and the bubble. Maybe if the next bubble showed up on the altimeter thing on the right, it'd be easier to make sure you're at the correct altitude?
I enjoyed the varied level designs and their unique associated obstacles. Wish some polish and some touch-control implementation, I can legitimately see this being released on app store. Great job!
@xmagpie42 Seems to be fixed now? The site seemed to be having issues for me where the game URL was showing sometimes, but not others when loading the page. It's appearing consistently for me now, at least.
I really dig the hand-drawn art/animation. It especially gives the little helper bots an endearing personality.
The running animation of the capybara is mega cute!
I quite enjoyed this take on the theme! Great job team!
I guess it's just down to the RNG, but almost all of my rounds ended up forcing me to pass, since I didn't have the necessary dice to activate any of the options. I liked the concept, though. I don't think I've seen a game where dice are used to unlock options in a game, and I think I'd enjoy playing a full-fledged game built around that mechanic. Nice job!
It's always nice to see entries that are more of a toy than a game. High replayability! Impressive that you could put this together in just one weekend!
Excellent job in only 48 hours! I just wish I were better at moving airplanes around. So much death. So much destruction...
Good job on coming up with quite a unique take on the theme!
Very neat idea! Reminded me of one of my favorite games, A Dark Room. Excellent job!
Pulling of an engaging, feature-filled platformer during a weekend-long game jam is no easy feat, but you guys have done it! Excellent job!
I really like the mechanic of your character spawning the hazards they must then avoid. I also really appreciate that you chose something with a scope that could be done well in the short game jam period! Great job!
Very ambitious! Perhaps... TOO ambitious for a 72-hour game jam! The learning curve for such a game is quite steep, and without a significant amount of balancing and polish on game mechanics, and a significant amount of effort into a well-design tutorial, it's unlikely that a new player will understand what is happening. I quite enjoy deck-building games, so it's exciting to see jam games in this genre, but pulling it off well would be quite a feat. Great job on getting across the finish line in 72 hours!
Congrats on finishing this in one weekend! For a solo project, there's a lot that got done!
I really enjoyed the vibe of this one! I found myself wishing that the available resources were randomized every visit to the shop, so that I could address resource shortages or natural disasters during a season. Great job on getting this accomplished in 72 hours!
This was a lovely experience. Thanks! And great job pulling it all off in just one weekend!
Very impressive for a jam game! Excellent job working together to get this finished in just one weekend!
I'm quite a fan of the retro-style graphics. I found the gameplay to be a bit on the tedious side, and the lore seemed to be a little nonsensical, but I enjoyed my time in this garbage world nonetheless. I think the scope of this game is especially impressive, given that only one person worked on it. Good job on getting this across the finish line in 72 hours!
I really loved the art and visual style. I found the actual gameplay to be frustrating, in that it was difficult to anticipate when a note would be played. I did enjoy the story and vibe, though. Great job on finishing!
I really like this concept; it's very clever! I'm really bad at disarming bombs and talking to women at the same time, however, so I didn't get very far!
I really enjoyed this take on the theme! Maybe I'm just bad at reading instructions, but it wasn't clear to me at first that I needed to type the prompts that appeared on-screen. The worldbuilding, the vibe, and what little story we could glean were all very compelling! Great job!
I enjoyed myself while playing this! I think it could do with a tutorial, if I'm honest. Great job on finishing this in one weekend!
Nice job on getting a game finished during a single weekend! I appreciate the creepy vibes going on here. Art was a little simplistic and much of the topography was just a simple grey rectangle, but also there's only so much one can accomplish during a game jam. Good work!
Excellent level design on top of a creative interpretation of the theme. Great job!
Nice job on getting this across the finish line in only one weekend! Would love to see some of the controls polished up, as sometimes it felt like my inputs were not being received by the game, for example when trying to jump off a wall. Great effort!
Fun game with a simple scope: a good goal for only 48 hours, and I think you did well!
Interesting puzzle game! I think you made the right choice in abandoning the theme for the sake of not making the player wait for 10 seconds between moves. Good job finishing this in only one weekend!
I think you chose a very appropriate scope for the jam, and, as a result, ended up with a polished product. I've not seen a game concept quite like this before, and I quite enjoyed it, especially the music that ramps up in intensity as you progress. Excellent work!