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Mighty CheBo

Games

YearLDThemeGameDivisionRankOvFuInThGrAuMo
201740The more you have, the worse it isYour Landjam5613.462.853.533.513.003.183.90

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

Mood vs Overall

Comments by Mighty CheBo

LD40 — The more you have, the worse it is

Special Delivery by Max Amaden 2017-12-05T07:59:21Z

You nailed the aesthetic. Absolutely brilliant. The gameplay could maybe have done with some tweaking - the aiming is difficult (at such speed) with no visible crosshair and something feels a bit weird with the jump controls.

Main Framed by oskarOlausson 2017-12-05T11:42:59Z

Rather enjoyable! Nice, consistent aesthetic. As with any heavily-minigame-driven game, it can get a little old after a while but I felt that the scope of the game was such that this wasn't a problem. Unfortunately, my game crashed just as I beat the (first?) boss and I didn't fancy going through the first levels again. Good fun, though!

Slightly annoying traffic by JOrbits 2017-12-05T09:55:11Z

Super fun, simple concept. Great visuals. As some others have suggested, I'd recommend looking at ways to develop further.

ClickerVillage by Chao 2017-12-05T08:55:18Z

An excellent and concise portrayal of your message, which is a great take on the theme. Well-presented, too.

Cardhoard by HacksawUnit 2017-12-06T08:51:00Z

Expertly scoped development. This game feels entirely complete for its size, which is rare among submissions here. While small, it's fun and satisfying, with an excellent aesthetic. My only, minor criticism is that I don't feel that the theme is very present in your work. Other than that, fantastic.

Winter Sleep by cenullum 2017-12-05T11:28:58Z

It's quite fun to play. The graphics, sound and gameplay all fit together quite nicely - sort of rough around the edges and charmingly weird. Maybe it could do with some polish but I like it the way it is.

Endless, Nameless by LeonLaci 2017-12-05T12:44:17Z

It's a solid concept with a lot of potential. Enjoyable to play through. I hope you go back to the project to polish it.

A Very Average Christmas Dinner by mcallingham 2017-12-05T08:12:14Z

Very well-presented. A fun experience and a great ludic illustration of a situation.

Sunburn by Shimmen 2017-12-05T21:05:59Z

A neat concept, explored in a fun way. Visually, pretty great too. I would have liked checkpoints because it was frustrating going all the way back to the start from near the end. I also think there's good potential for further exploration of your mechanics but that's more for the future.

What was causing the moving shadows?

Servant of Greed by miki 2017-12-05T20:55:56Z

Beautiful visuals and a very cool balancing mechanic. It makes me wonder if there's a theoretical perfect score, in which you only collect the lightest, most valuable items. I really love this idea of sort of value-density - could be explored further.

Super congratulations on a great first game.

Castle Diorama by Abuki 2017-12-05T09:04:23Z

Perfect aesthetic. It's a fun little puzzle.

Passenger Peril by Julester 2017-12-05T12:03:27Z

It just doesn't work properly for me and I'm not sure why. Most of the time, on pressing the punch or kick buttons, nothing happens. This makes the game pretty unbeatable. I also managed to get a passenger stuck on the cargo door and couldn't figure out a way to get them off it. It seems like a fun idea, I just wish it worked. If it's my hardware, I'm sorry.

Vice Life by meskaline 2017-12-05T12:16:42Z

Quite enjoyable. Nice, unusual visuals. I don't have much criticism to add that hasn't already been said other than the moving right seems unnecessary and the choices seem maybe a little too random. I had fun playing it and went through a couple of times. I hope you explore these themes further in the future!

TECHNOCIDE by NikorasuChan 2017-12-05T09:23:21Z

Visually superb, with the possible exception of the emptiness of the levels (but given the time restriction, that's understandable). There are a lot of mechanics interacting and it was a bit difficult to figure out if their interactions were properly balanced (though I didn't notice any big problems). The core of the game (the way the weapon works) is excellent and the concept could be developed into something great. Unfortunately, I found the exploration to be boring - just wandering dark corridors until you stumble upon the exit.

Reyerta by Tatos 2017-12-05T11:54:24Z

Beautifully presented. Simple, yet fun. There's not a lot in the way of strategy or tactics available but I had a great time playing against a real character.

Your Land by Mighty CheBo 2017-12-05T12:20:07Z

@negdo - Sorry to hear that. I haven't tested it on anything other than Windows, unfortunately.

PICK UP all the girls by Yohoho Games 2017-12-05T08:28:47Z

It's a solid, simple mechanic and it fits the theme. I would like to see it explored further, however.

Island Businessman by Andro 2017-12-05T20:47:34Z

I agree with the above comment - at least some help text is needed. At the beginning of the game, a player has no way to know how to get enough wood to build the first house.

Collecting wood in general seems to be very flawed, unless I missed a method (and, if I did, you need to tell the player their options). Manually clicking the forest grants 1 wood every 3 seconds and the rowboat grants 2 wood every 7 seconds (or so). To get the 50 wood needed for one of the lowest-level houses, that's over 2 minutes of manual clicking and just waiting. I dread to imagine the 50 solid minutes of manual clicking needed to buy one of the 1,000 wood buildings. This issue combines with the slow money income rate to set the pace of the game very low. I know you said that it's a casual experience but I believe that speeding up the earnings somewhat would make the game much more satisfying. Being able to spend your resources is much more fun than waiting to earn them.

I would reconsider the costings of the buildings as well - they're pretty inconsistent in a cost-per-person sense. Considering how long it would take to fill the map, there's no real point in aiming for the higher tiers of buildings as they generally don't grant you more income for your expenditure and you're missing out on potential income while you're saving up to buy them.

It seems that you designed the game so that a player could return and continue where they left off but when I did so, all of my lower-tier buildings had disappeared (though I kept the same population) and the rowboat stopped dropping off wood (but kept leaving and returning).

In general, you've got the basis of what could be a fun and satisfying game but the core of it needs work. I would maybe go back to the drawing board and make sure the very basics work really well before extrapolating out into the higher tiers and so on. I hope you continue to work on this and other games. I think there's potential.

Friends and Monsters by Killnaprimer 2017-12-05T09:29:38Z

Lovely visuals and a very neat core mechanic. As previously stated, it could benefit from further expansion or exploration.

Toy Hero! by miKuZune 2017-12-05T08:22:55Z

The concept is solid - I would like to see it explored further. Maybe some physics or bonuses for getting the toys into harder-to-reach places. Maybe certain toys need to go in certain places. The music is grating, unfortunately, but kudos for picking up the skill and keep working on it.

Finally done :D by Tomas.2D 2017-12-05T22:18:11Z

Good effort for your first game. I think you needed to spend more time making sure the central jumping mechanic was working properly. Given that it's a tricky platformer, the strangeness of the jumping really affects the whole game. Some noted issues: If I jump straight up and then try to move sideways, I immediately start falling, even if I was rising as I moved. I can't control the height of my jump by pressing the space bar for differing amounts of time - I have to use the aforementioned immediate-fall glitch to perform shorter jumps. If I start tapping left or right in the air, I can sort of "glide" long distances due to the above effect.

I hope that you continue making games. You did very well for a first attempt and your take on the theme was quite satisfying (only hampered by the controls). I'd be interested to see what you come up with in the future.

Sumo Slam 2D by Joel Rochon 2017-12-05T21:17:30Z

A great example of a simple yet innovative mechanic explored really well. The aesthetic perfectly matches the feel of the game, too.

I had the same issue as many others with the character bouncing out of the screen. Also, there seem to be a few exploits such as bouncing into the walls rapidly to burn huge numbers but these could be ironed out with a little further development.

Great work!

The Blacksmith by darefus 2017-12-05T18:29:58Z

I couldn't get it to work. Just a white screen, one sound effect, then nothing. When I leave the window, an error message tells me that it stopped working. Looked interesting though.

Mortal Komba by kokirisandfriends 2017-12-05T09:42:00Z

Lovely aesthetic that matches the gameplay. It's a decent idea, explored well.

Kiwi is the Key by JuanCarlosGdM 2017-12-05T12:30:03Z

A very cool concept with a great aesthetic. Quite difficult if you don't know the layout of your keyboard very well! I played a few times before I felt like I was done with it. I don't know how I would suggest you develop it further.