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Mig Moog

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202149Unstable👥The Markus Polo Hostage Situationjam1963.953.603.233.504.174.043.713.97

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Mig Moog

LD49 — Unstable

UnstaBall by WilloXs 2021-10-09T02:53:16Z

This is great, it's very inventive and always keeps you on your toes, making sure you gotta coordinate the ball and manage the acceleration perfectly. My only gripe with this game is its audio, I think the music works against the sound effects, as they sound out of pitch with each other. A bonus also would've been if the sounds of hitting the blocks were somehow in rhythm with the music, rather than a ding throwing off the track.

Landslide by Reef 2021-10-10T00:58:21Z

Not too much to say, very nice and simple game, could do really good as a mobile release. Nice work :-)

Tables & Tremors by SlimmerBurger 2021-10-09T02:43:17Z

This is a great bout of fun. I had a few issues with levels that involved staying midair, as when you hit a table midair, you immediately have to swing your mouse around to dash towards the next spot and I often ended up overshooting it. I think this could be helped a little bit if there were just some sort of small cool down.

can't let go by Matthewsworld 2021-10-09T03:16:46Z

So, level design is pretty sweet. Very clever use of one mechanic, and I really enjoyed playing. The main issue is the integration of the story into gameplay. The most it does is feel like you're doing a task of going through the level until the next roadblock where you have to pick an option, and it plays pretty separately from the subject matter. I get how the heart falling and dying amps up anxiety, but it doesn't have much effect on gameplay other than "Oh, I need to reload my stability again," which just eats away at your time. I feel like a narrative platformer should mix more of its narrative into its platformer. Not just "Get to this point and the game will feed you more story." The other issue I have is with the graphics. The foreground is a nice, simple, 3 color scheme that doesn't clash with each other. However, the background has so much noise that it really clashes with the pixel art, and draws more focus to what's behind the game rather than the actual gameobjects. You'd be better off with a gray background and a looping pixel effect, rather than this static fractal that has more lines and details than the game's foreground.

Left Beehind by mistercheezymoon 2021-10-10T00:53:39Z

The idea of a crumbling floor in a topdown shooter that gets more hectic is a really interesting idea.

The biggest things hindering this game are: - Picking up powerups requires you to stop, during the middle of the crumbling floor, oncoming enemies, and your sizeable acceleration that makes you immediately run past the powerups. Powerups also spawn at a very fast rate, you'd probably be better off making them rarer and not having to press a key to equip them. - The audio is extremely repetitive and becomes downright annoying, and also a little loud when it comes to the gunshot. A little change or two in each, as well as a little volume decrease wouldn't hurt.

- Enemies don't pose much of a threat, they're pretty slow and only fire a few bullets on a huge floor

- The spaces between the towers seem a little unnecessary, the gaps are huge, and you're fighting the same types of enemies over and over, so the spacing seems kinda pointless when you could just defend one tower and take the risk of going out for powerups further out on a map.