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milieu

Games

YearLDThemeGameDivisionRankOvFuInThGrMo
202148Deeper and deeperHELIUMjam2.662.163.414.082.503.33
201841Combine 2 Incompatible Genres👥Pins and Needlesjam
201738A Small World👥Plan Beejam
201636Ancient TechnologyPony Expressjam
201532An Unconventional WeaponSoftbiscuit Deathmatchjam
20056Light & DarknessTitle Unknowncompo

Performance over time

overall score (left axis) percentile (right axis)

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Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Mood vs Overall

Comments by milieu

LD32 — An Unconventional Weapon

Softbiscuit Deathmatch by milieu 2015-04-21T00:23:00

Doesn't go as well on smaller screens, just btw.

LD45 — Start with nothing

Nully by Joshua Young 2019-10-07T15:01:08Z

I like the base idea a lot! I'd love to see more mechanics added. I can tell a lot of work went into this. The addition of layers of vision could have some really neat moments of discovery for players -- this idea was super cool.

There is a negative feedback loop that happens sometimes in combat where I become less able to address/escape a situation as I take damage, which often meant that one hit meant a lot of hits, which meant death. It might be neat to see more "small" or "minor" abilities to pad the spaces between the critical stuff (like jumping and firing), or something like that. Not the only solution, just one idea.

Also, pretty minor, but I'm an idiot, so I didn't realize I could move with WASD for a minute (I thought D was special for some reason, since it was called out alone in the tutorial). Worth considering that other players may also be idiots, haha.

I like Nully's bug-like bot aesthetic, and the electroswing theme taps into a fun modern zeitgeist. Good work!

LD48 — Deeper and deeper

Zepog by Archock34 2021-05-06T03:11:11Z

Adorable, the movement felt really good (it was fun zippin' around as a quick little frog!), and the visuals and audio were lovely. Also, the details added to the map, like the various creatures and lots of little pockets and paths, were great!

GODSVAR'S RAGE by THEWHYE 2021-05-06T02:52:08Z

This was really fun! It took some learning and getting used to, as I didn't expect the way the shop worked, but once I got that figured out, it was a nice challenge.

The "menu building" aspect of the game was really interesting, restricting the player's visibility and preparedness. The hectic spawn system added a lot of tension, and your relatively big starting health pool and health recovery made it feel like small mistakes were acceptable, which added to the chaos -- in a good way. Also, making it auto-aim was a great decision for a game where you wanted the player to have room to use the mouse.

The mechanics do encourage/support some negative play (if that's a thing that makes sense?), where it makes sense to spend time on one of the early levels and infinitely grind cash and build up your menu with one-time spreads and heals. If that was intentional, cool, but it felt like I was avoiding playing the game you had set up for me, and that didn't feel good. That said, the game scaling may be a little too hard not to do some of this right now.

Tower of Satan by doodoo 2021-05-06T03:25:00Z

The first skull enemy spooked us pretty good, lol.