FoonLudum Dare ExplorerUsers → MickeyG

MickeyG

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201739Running out of PowerFloatjam4743.293.163.712.583.002.342.212.83

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

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Humor vs Overall

Mood vs Overall

Comments by MickeyG

LD39 — Running out of Power

Tiny Explorer by rijnswand 2017-08-09T20:45:51Z

I get what you were going for, but the slow moving and turning kind of put me off. As well as that I think the weels are too slippy which means that, one, going up small hills is really slow, and two, the rover starts sliding a different direction to the wheels and you have to ajust them as fast as you can to compensate (which is not very fast). 4 wheel drive may have been a good idea, I'm assuming you didn't do 4 wheel drive because of my need for wheel ajustment on hills and I don't think I saw the front wheels spin or anything, if I'm wrong about that, sorry!

I don't think making it a little faster would turn it into a racing game or anything (unless you're actually doing 10m jumps off the hills). A faster rover with faster wheel turning along with maybe a faster energy drain would have been good, I was getting impatient just reaching the first checkpoint.

The main stuff was here, you just needed some work on some of the smaller things to make the game a little less frustrating! I think some music started playing when I was running out of power which was a nice touch if it was intentional, though at that point I was 2 feet away from the checkpoint and it was a little blech!

Take my charge by josehzz 2017-08-04T19:03:15Z

Really polished game, love the aesthetic!

I wasn't quite buying the text that came up when you lit the lamp posts, it all seemed rather confusing and I couldn't tell if I was reading them in the right order or not based on which lamps I lit first. Other than that though, really great game! The blinking eyes were a nice touch!

They are Watching you. by Maldo19 2017-08-09T01:31:26Z

I think carrying energy with you was a good idea, the main thing you got wrong was the timer. You made this game all about precision platforming and finding the most efficient route to the exit which makes for a fairly slow and methodical style of play and you kind of ruin it with this punishment for not knowing the levels well enough and daring to try and conserve energy properly.

I get trying to be different, but don't try to go against the design of your own game! I don't even know many games that use this mechanic! Maybe, like, one from another game jam vaguely but it's definately not some generic platformer thing! I guess a timer is a quick thing to add that changes the game a lot, though you could do other changes just as large for just as little effort (eg have a low energy cap and when you land, you regain energy or mess with the gravity in some levels or something). I dunno, just please don't make me play the same levels again! It's frustrating and boring.

Aside from that, I really enjoyed this game!

Pain That Binds Us by Jungle 2017-08-09T22:00:56Z

Really excelent experience and creative presentation!

Maybe I'm being a little picky but I think it could have been a little more focused? Like, you see a lot of movies where the hero stops at nothing to reach the person they love. In this game it felt like he was basically giving up on her before he'd even reached her? Like, if there were cues in the environment that showed she was dieing like blood or something I might have bought it a bit more. But that's probably just me being overly critical cause I think I over hyped myself a little after seeing it on itch.io!

I really enjoyed how the mechanics change as you get weaker, really awesome game!

Evelyn by Everbrave 2017-08-06T23:14:01Z

Really awesome game! I can imagine this turning into a full game with enough time! If you do do that (heh do do), then I'd recommend a couple of things!

Firstly a map, or definately some kind of reference to get an idea of where you are and generally what you're traveling towards. Also, I'm not sure why the jump is so small, you might as well not have it because the teleportation stones get you further. The jump would definatly be more conviniant than the teleportation stones if it was high enough to actually get up some of the small ledges though! Adding a big slow ship turning animation would also be nice to emphasise this massive ship you're riding!

Also, not sure if this was intended or not but I fell off a ledge and was panicking but started working my way back up to the ledge by throwing and teleporting to the teleportation stones. That was really fun and added a quick shot of addrenaline and panick to the gameplay, if you could manage to maybe script a scene where you fall off and maybe did a button prompt to show the player that (even though it's tricky) they can do that it would be really cool.

One last thing, the game is a little large in terms of file size, fine for a game normally but I could have probs played a couple of other Ludum Dare games in that time so you possibly risked potential players on here skipping your game due to it's size. Probs unlikely though, it's just a thought.

Other than that, really top game man! It did feel like I was on a proper adventure!

Sabotage by image_31 2017-08-09T22:16:56Z

This was really cool! It felt really tactical and awesome when you pulled it off! Art was great! Maybe could do with some sound effects for guns and stuff and, if I'm being picky, I didn't really get what breaking the power generators did but aside from that this is a really solid and fun game! Nice one!

DraBot by gil4 2017-08-05T20:42:24Z

Honestly the best art I've seen all jam, really nice work there (though on the level select the level one screen is a little inconsistant with the other two levels, the sudden snap to blue feels a little off)! The gameplay itself is a little frustrating for a few reasons.

The fact that enemys drain your health by touching you is ok but the enemy hit boxes are really large and there's no clear indication that you are touching the enemy other than the dim red overlay and health bar going down. When you also take into account that you can't move whilst attacking and the attack range is really small it leads to multiple instances of thinking you're attacking but you're actually dieing instead and you can't move away which feels really unfair. I had to slowly inch my way towards the gunners and magicians whilst testing my attack on each step which is not the kind of gameplay you should want on a fast paced brawler. If you make it so the player bumps into enemys instead of going through them and also add a brighter flash of red over the whole screen whenever you take damage that could improve things a lot!

There's a lot to improve on but you've still got the base of a really nice game! What you needed here was just a little play testing (possibly from friends or family) to see what worked and what needed adjusting!

Diamond Lattice by svntax 2017-08-08T23:15:23Z

I really like this puzzle game! Once I understood all the mechanics it became, like, this race against time to either beat the level or plug into the power sources. Reusing paths I'd made was also really cool!

I guess the game could do with a song or something playing in the background and the sound effects did start to get annoying after a while due to playing at constant intervals and not changing, maybe having multiple similar sounds that are chosen randomly at the specific interval time or changing up the interval time would be good, have a play. Also, maybe you could up the difficulty each level by removing power sources or summat. Also also, it's a little confusing what everything does, a tutorial might have been a useful addition if you had time!

This is the first puzzle game I've played this jam but I seriously doubt I'll find a better one here! This is really nice, good job!

Edit: Sorry, I didn't even notice the instructions in the side bar! But that might be something worth noting, because the game started immediately I was focusing on the game rather than the instructions, maybe dim the left, freeze the game and put a start button under the instructions?

Disaster On Nebula One by RAC-Games 2017-08-04T16:39:36Z

Really great art and design! The cutscene was a really nice addition!

The camera was a little bit of a mess though, which is a shame because it kind of ruins the game a little! You seem to have fixed the camera to the player so that when you turn the camera flips sides and when you jump the camera sticks with the player. In most 2d platformers you'll want to have a dead zone that the player can move around in without the camera moving and then when the player reaches the border of the dead zone the camera will start following the player or will filp sides. Adding a script to the camera that follows the player this way will greatly improve player experience! Also, the lights in front of the storage room door might be a little intense, I didn't see the button prompt till my third time going through!

Other than that, really cool game! Love the spacey guy's animations and the floaty jump was fun as well!

Eclipse by SaraMartins 2017-08-09T21:29:24Z

Really beautiful artwork and visual design but I must say I don't really get it, the game is, in essence, a maze but you have to solve it slowly.

The angle change with the mouse was really cool but you didn't really use it for anything other than seeing the end of the maze, you may as well have just had the higest angle for the gameplay. I wish you'd used it for something! Like have a section in front of the maze and one in the back so you actually have a reason to switch back and forth, it could also allow you to vary up the gameplay at certain points!

I don't really know what the true power I was supposed to find is, all I found was the exit and I didn't really want to slowly go through another maze again to find out.

This game has a load of great points, decent polish and an interesting mechanic, amazing artwork, atmospheric music but it's kind of ruined by this lack of focus on some things. Like you can't really focus on all that atmosphere cause your focus is immediately on the slow maze that you've already solved but need to finish still, and you never use that mechanic and you don't get any kind of ending other than a smile. Just a bit of thought into some key details could do your game wonders, looking forward to the next one!

Blitztanz by haette 2017-08-04T15:39:49Z

Really good game! I like that you have your movement speed up but also get restricted whilst latched on to an enemy, it adds extra layers to the gameplay like chosing the best time to heal or choosing how to escape an enemy hoard! The right click a little difficult to figure out at the start, that tutorial would have been a really great addition if you'd finished it!

I guess with arcade style games like this, it helps to have really snappy controls or awesome game feel. The explosion sounds and effects are really nice in this regard but maybe the hook could shoot out and reel in a little faster or you could add a little camera shake to the right click attack and see if that feels better.

I don't have much to say to be honest, most of what this game needs is polish on the details! Gr8 game m8! U did gud!

Baguette Hour by Xenation 2017-08-06T23:43:38Z

I appreciate the frenchness and the baguette-ness! Tres bien!

At the moment you lose health really fast and you can't attack whilst moving which leads to the tactic of entering a room, stopping at the enterance and clicking until all the enemys die which is a little unengaging gameplay wise. Also, as odd as it sounds, the bread/energy meter goes down too fast and there's too much bread! What I mean by that is I don't think I ever managed to get fat but at the same time each room almost always had one to two loaves of bread in it which meant I was never thin either unless I messed up badly. In other words for almost all of the game I was in the least interesting normal mode and I would have liked to vary my play style a little with the other two modes (providing that the first issue was fixed).

Other than that, though, I do quite like this game! The aesthetic is bang on and I like the procedural generation / darkened rooms before you enter!

Hold My Coffee by sunnray 2017-08-03T20:27:24Z

Really atmospheric game! I was really catching the ghost towny vibe whilst playing! There's a couple of small things that aren't quite there yet though.

The speed power up was fun to use, but only when you could use it after you got it. A lot of the time I'd get a speed boost and then run into a wall right after because there were steps or awkardly placed jumps. Also, after trying to speed through most of the game, I sped past the man at the end without being able to read his text before falling off the level! Maybe you could have moved him in a little from the edge.

Aside from that, nice game! Really liked the scrolling buildings!

Manual Mech by Mikeliosus 2017-08-05T19:27:05Z

Really interessting game! There's a couple of things I want to suggest to improve!

At the moment, the layout of your controls on the keyboard is a little messy. Buttons seem to be haphazardly thrown around the left side of the keyboard. A better idea for button layout could be to have colums deligated to each set of controls, eg (with a qwerty keyboard):

1 - toggle move | q - toggle direction

2 - jump | w - angle jump

3 - toggle drill | e - toggle drill state

etc...

or (possibly better) you could allow the player to choose their own keyboard layout. Have a look into getbutton() etc in unity and the related inputs menu. Another thing is that jumping at an angle is rather difficult because you have to guess a lot how much power to use and how far back to stand, an indicator showing the predicted jump arc might be useful to show when jump is held as then the power can be adjusted!

Also, one more slight thing, not sure if level 2 was supposed to end with the turret pit, I managed to jump out of it but then died from the drop right after. I guess some kind of indication that it was the end would have been good (unless it wasn't, in which case I have no idea what to do from there).

Aside from that, awesome game! The metroid style suit pickups were a cool addition!

The Light City of Karola by davidcollado 2017-08-06T21:42:34Z

I didn't even find this on the jam page. I downloaded a game on itch.io, saw some really awesome looking pixel art for a free game and I've ended up back here again!! Honestly top quality artwork, and, if I've understood correctly, you've even used your own custom engine! Some crazy next level stuff going on here!!!

But there were a few improvements I'd like to suggest. Precise controls are really difficult and I think there are two possible contributors to that:

1. When changing direction you don't really slow down at all, you just kind of snap to the opposite velocity really quickly which really throws you off if you're trying to slow down by holding the other key.

2. The camera always follows the exact route the player is following so if you change direction the camera also moves and you lose track of the jump you were aiming at cause it's not still. Some 2D platformers have a zone in the centre of the camera that the player can move around in without the camera moving until they move past the boarder of the zone.

Try fiddling about with those two things and see if the controls feel a bit more precise! Also, if you plan on making the game longer it might be worth looking into some more mechanics or story to add, maybe cause you had so many levels, I felt like I was slightly losing interest near the end sorry!

All things considered, though, this is a really impressive game! Looking forward to your next one!

Lost Light by fillefilip8 2017-08-09T00:13:59Z

Nice game, I really liked how the lighting works!

I didn't realise you could shoot enemys until after I'd already played for a while, maybe a control prompt would have been good here! Also, a couple of times on restarting the light would flash and then not turn on, though that may be a bug specific to webgl, I didn't play the download version. Also, I think the light mechanic could have been explored a little more in depth, maybe adding the option to toggle the light in order to sneak away from the enemys would have been cool? Though this much within the space of a game jam is still really cool!

Great game guys!

daemon by bombjack 2017-08-09T22:44:37Z

The wall jump is cool but it would be nice if you could slide down the wall and use it anytime rather than get a second gap to do it when you first touch the wall, that plus the laggy, too high camera makes it really difficult to go down without hitting loads of obsticals. Aesthetic is really cool though!

Trap in the dark by azziliz 2017-08-07T00:18:30Z

Cool game, very old school style!

The game seemed kind of laggy to me, which is odd considering there isn't much going on that's very processor intensive or anything. The character kind of jumps every half second or so in the direction you press and while the button's held down he'll jump a random number of tiles, 1, 2 or sometimes 3 which kind of throws you off if you've planned a route to the end. Also, adding some enemys might be interessting, either using them to get an idea of how the map is laid out (if they have a consistant movement pattern like "follow walls") or having to guess where the enemys are themselves could add to the puzzle.

Once again, cool game! I like that the player sprite changes each time you play, nice touch!

Cubes Run Out Of Power Too by TheLord 2017-08-03T19:56:25Z

Solid simple game with decent (if not a tiny bit sluggish) controls. I think the main thing needed is some small cool additions to bump up player interest. For example, as well as the decreasing fire rate (which is a great idea), the camera could also zoom in as energy is lost to affect visability, futher increasing difficulty and emphasising the importance of having energy. Maybe not the best idea, but it shouldn't take too long to implement and it adds to your game.

As odd as it sounds, taking 10-15 mins at the start of the jam brainstorming cool ideas to add if you have time can really bump up your game! It may even give you an idea for another even cooler game you can make! Sorry for wall of text!

LED Adventure -- Running out of Power by ledez 2017-08-08T22:17:16Z

Cool game! I like that the light got smaller as you lost energy!

The art was a little too detailed and it was kind of difficult to make out the player and enemys in the first level, though the next level improved on that. Generally you'll want to fill most of the ground with simpler shapes. Taking meatboy as an example, the detail on large platform shapes is on the borders of platforms (which the player should be paying attention to) and the middle does have some detail but if you squint it's basically just a block colour. Also backgrounds should be faded slightly for less confusion and if you really want foregrounds I'd reccomend either blurring them out or making them really dark (possibly pitch black).

Also, acceleration when changing directions could do with being a bit faster, at the moment turning in the air is a little slow meaning if you overshoot an enemy or something, you can't easily reajust. Though maybe that's a difficulty aspect you want to keep and I'm just being picky I dunno.

Other than that, great game! The wall jumping was done really well, I wish you'd used it more!

THE STORY ABOUT THE ROBOT THAT WAS ON LEVEL 1 WHEN SOMETHING HAPPENED by Mesuko 2017-08-03T21:41:48Z

There's definately promise here but, as everyone else has said, the levels are way too hard at the moment! As it is, I'm tempted to say that the second orange swiping wall is impossible to get past, at least without some kind of pixel perfect precision.

Some games, like "I wanna be the guy" or "meatboy" can get away with close to this kind of precision, but that's because they have super precise controls and very visable character models. Your robots movement animation make's it very difficult to determine where the floor is in relation to the character, making precise jumps really difficult, and the slow acceleration means you can't pass the orange walls when you get to them, instead you have to guess with incredible precision where they'll be when you're a few meters away and then pick the right time to slowly accelerate in order to hopefully get passed.

If you want to keep the character model and animations as is I'd suggest making the platforming easier and instead focusing on puzzle elements similar to something like "portal", "limbo" or "inside".

Sorry if this comes off as a little frustrated but I was really looking forward to playing the rest of your game! Despite what I said I really like the robot design and I wanted to see what other cool obsticals you used in the later levels and I wanted to get to the emotional final so bad!

Space Power Defender by EdwinGameDev 2017-08-09T19:54:15Z

This was a really nice game! Good polish and stuff!

I guess the gameplay itself was fairly samey, you could do with varying it up a bit, maybe with weapon upgrades or larger boss enemys or something but other than that I enjoyed it! Great art!

Float by MickeyG 2017-08-05T15:49:22Z

@azziliz Ah, I didn't realise you could do that with unity games! Do you recon I could add that at this stage because it's not changing the game itself? Or would it fall under altering the game?

LOTS - Legend of the Teleportation Stone by oliverlevay 2017-08-04T14:55:14Z

Great game! The first one so far to properly make me have a good chuckle, I love the little voice clips!

A couple of things could do with a little improving, the prediction system isn't very visable at larger distances which leads to a lot of guessing where the teleportation stone will go, which can be frustrating when you teleport to the edge of a block and fall off multiple times because your aim was a little off. Also, walking doesn't seem to have much of a purpose, it consumes a large amount of energy and wont get you to hard to reach places. If there was a way to insentivise walking (for example, walking on certain surfaces raises energy or you can't teleport on certain surfaces) you could vary up the gameplay to have segments where you explore/analyse a level to choose how you approach it or create tense walking segments!

Also, tiny nitpick, the clue on level 4 isn't very clear. I managed to understand it after replaying but the first time round it made me take longer than I would have taken without it. That may have been your intension though XD

Other than that though, really great game! Cool concept and aesthetic!

Dorgus Needs Power! by WillData 2017-08-09T21:03:11Z

The art is kind of halfway there but the game feel is really top notch! Shooting enemys from far away is really satisfying and the kick back makes jumping and shooting really fun! I kinda wish there was a larger level so mess around with these mechanics in! Really great game!

I guess if I'm being nit pickey, the totem in the centre seems a little pointless maybe? I get the choosing between increasing your score and having more ammo thing but I'm not really much of an arcade guy, I'd personally prefer some kind of level progression or in game benefit like a temporary better gun or summat I dunno. But other than that I really enjoyed your game!

Maze Charger by Veak 2017-08-07T00:44:02Z

You got a really nice horror atmosphere going on here! Was completely expecting something to jump out at me!

One thing, the labyrinth charge mechanic was a little confusing, I thought it was just a way to drain power from you and maybe a spooky monster popped out past a certain percentage! I only realised after reading these comments that it actually lights up the area. Also, I don't quite get what you meant by jump on snakes, I couldn't see anything from jumping on them, I kinda just guessed where the end was lol.

Anyway, awesome game for a first entry! Keep at it man!