Foon → Ludum Dare Explorer → Users → nexust
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Going Down | jam | 134 | 4.09 | 3.52 | 3.63 | 4.12 | 4.30 | 4.10 | 4.23 | ||
| 2015 | 34 | Two Button Controls / Growing | Green Fingers | compo | 742 | 2.93 | 2.40 | 3.27 | 3.73 | 2.93 | 30 | |||
| 2014 | 29 | Beneath the Surface | Depths | compo | 17 | |||||||||
| 2013 | 28 | You Only Get One | The murder of Mr. Bennet | compo | 10 | |||||||||
| 2013 | 27 | 10 Seconds | Target Down | compo | 841 | 2.76 | 2.65 | 2.53 | 2.94 | 3.06 | 2.20 | 24 |
I wish there was some replay value but, overall this is an interesting game.
I scored 99! (on a livestream for all you skeptics) Simple yet fun. I feel like you achieved all you needed to with this... one try and you're hooked!
Great idea and really well made!
Thanks for the comments everyone. I can't tell you how much I wish I could have fixed the issues you all pointed out to me but I had a serious hard drive malfunction that wiped out all my work since I started game development. I plan to evolve this into a full game once I've recovered.
Due to a recent hardware failure, I cannot fix the issues in this game. Although I'd love to improve it, I can't so I'll just explain the bugs/issues and apologize for them.
-The game doesn't respond to keystrokes after a death because it isn't ready to. A set time must pass before the ability is available. I absolutely agree that this is very annoying but it was a quick fix for a sound bug I encountered.
-The enemy has infinite sight. Believe me, the original AI had far more limited vision and it made the game nearly impossible to play. If the enemy didn't actively seek the player as soon as it was able to shot at them, the play would have 10 seconds to find and kill the enemy.
-Spawning next to the enemy was an issue that shouldn't really occur unless the game has no other choice but to spawn you there. Since the positions are randomized, I have little control over this although there is code to prevent it. Clearly that code didn't work so well.
-Dying too quickly or too often is actually part of the design. Coupled with the respawn delay, I admit, it gets a little annoying but the alternative is completing the game first time with little or no effort then having to sit through the dull credit screen... sound any better? I designed the game to be hard so that you would have more reason to play.
-The credit screen is unforgivable. It's unneeded, unskippable and it's painful to sit through. I couldn't think what to do after you won so I threw a credit screen in. Although there isn't a direct way to skip the screen and return to gameplay, I'm not arrogant enough to show you my name every time you beat the game so I made a way around it. Press escape and you'll go back to the menu.
-No cover? Again, that's down to the random nature of the game. The game randomly generates the levels and it has no minimum number of walls to generate. I should have spent a little extra time polishing the random generation really.
I apologize for the issues in this game... they are unforgivable. I will be making a full game based on this entry and you can follow my progress through my Twitter (@n3xust) or at akkail.com
Thanks for enduring my mess of an entry, I promise I'll redeem myself next time.
I loved the graphics in this, the plants looked great. I love pixelated graphics.
I enjoyed the humor but the gameplay was very repetitive although with the difficulty curve, that wasn't much of an issue.
I've decided to extend the game. When there has been some decent development, it'll be on akkail.com
I really enjoyed this. The plot was genuinely very enjoyable. I expected a dating sim at the beginning so I found myself overjoyed when the plot took a dark turn. The humour will definitely be appreciated by fellow LD developers. I got the normal ending and I intend to go back and find more later.
For such limited time, this entry is genuinely worth playing. Fleshed out into a fuller title, this could be an entertaining mobile game.
This game really catches you off guard. I love the idea but it does start to feel a little repetitive if you get decent at it. Side goals would really enhance this game- give the player something more to focus on. Perhaps different types of bubbles that require different action or upgrades... in fact, a simple XP and levelling would keep this interesting.
This would be a good game if it wasn't made in 48 hours! The only thing I can fault is the text (the anti-aliasing doesn't fit the game) but that's if I'm being really picky! My favourite entry so far!
Ah! A completely irrelevant misplaced variable! No matter, I shall upload a fix right now.
Thank you! The chances of winning are, however, not random. It's a case of observing patterns and playing to your advantages.
I'll let you in on my strategy as an example:
The 'enemy' elements change by one each frame. Timing is key. Each time the plant grows, it splits it's elements between you and the 'enemy'. This can give you an advantage. If your fire element is stronger than theirs, you will win a tie with fire. So if the 'enemy' is bouncing between leaf and fire, choose fire for a guaranteed! But keep an eye on the element values because they change every time the plant grows.
You got REALLY lucky! How did you not run out of lives? :D
Very entertaining, fast paced game! I think it starts a little too difficult though- perhaps a more gradual difficulty curve?
This is an interesting idea. Some animations would have helped a lot and the art didn't seem all that consistent. In terms of gameplay, the physics were decent and worked well with the gameplay. The navigation is tricky but that isn't a bad thing since we are supposed to be propelling ourselves around on an office chair, the challenge makes the game.
I don't enjoy your average puzzle game as much as some, but this is one of those exceptions that comes along every now and then. It takes a few levels to understand the mechanics, as it should. The mechanics are beautifully simple but make for a challenging game!
Due to the way the levels are designed and loaded, a level designer could make for incredible replay value.
The art is delightful, the mechanics are great and it makes for a fantastic game. I do hope you intend to develop this further, I'd be more than interested in playing a fleshed out release!
I like the art style! The platforming is a little awkward. The jump key has will jump as soon as you touch the ground if held which makes for some tricky landings a lot of the time. Other than that, it is a charming, fast paced platformer with some lovely graphics.
I feel that the humour of this game, if worked on for longer than 48 hours would make it worth playing alone. However, the gameplay was very floaty in terms of platformer physics and that really slowed gameplay. I liked how momentum was kept when wrapping back to the top of the screen but I had trouble figuring out where I would pop up when falling. I'd suggest keeping the x position unless you change position to create some element of puzzle in which case I think it could work but it needs to be more clear.
Treat the player like they've never played a game before. Your mechanics will be painfully obvious to you but mysterious to the player.
Overall, massive potential but it needs polish.
Very challenging! I feel like this could be one of those wildly popular games based on the fact that it is so tricky. As a mobile game with leaderboards, this could take off like Flappy Bird (pun absolutely intended)
This would work great as a mobile game, perhaps with support for motion control; I think it could be a success.
The gameplay is pretty solid. There is a nice balance of relaxing and exciting. With some more polish, this could really be something!
Great entry!
This game is challenging and entertaining! I have to admit, the game didn't run so smoothly on a dying laptop but, even with a lower than ideal frame-rate (which was no fault of the game's) I found it enjoyable! Also, the 'How to play' made me smile.
@elsombrero Thank you! I don't think my art is anything special, just a lot of trial and error. I loved your use of lighting and minimal particle effects, they were very effective in your entry!
@elsombrero It's my first jam, but I've taken part in the compo several times before. This is my first LD is about 6 years though
@foursay You're really kind, thank you so much! It really is a great time for GMS2 users. The new updates to GML have been incredible.
@radiotrophia Thank you, I'm glad you liked the sprites! It's amazing how many people assumed I used RPG maker. I love GMS2, especially since the 2.3 update
@n0va Thank you! I'm so glad you like the game. I did do the voice myself. I'm actually a professional actor and acting coach, so I've done a lot previously. Personally, I don't like the voice at all. My teammate (who was in charge of sound) didn't like my original voice so I changed it. He preferred the new version and my Twitch chat seemed to prefer it too. My original version was sort of frail but powerful, sort of like Richard Haris in Harry Potter. I'm tempted to release a version with the original voice.
This game was fun. Frsutrating and anxeity inducing, but fun. It would be good if there was a penalty for losing a box, otherwise you can play on easy mode by sacrificing two boxes and protecting the last one.
I enjoyed this and wish I could progress, but it seems the game soft locks you at the third house. Trying to build the third house, even at 500m, the game tells you to build at 300m
The game looked and sounded great! I love the art style. I got a little frustrated at the end when I kept running out of oxygen when trying to get the power source. It made me think I'd missed an oxygen tank somewhere.
I'm not a fan of match-three games, I have to admit, but you drew me in with your minimalist visuals and interesting progression. I do wish there were some sounds; perhaps for a post-jam version?
Graphics are clean and clear. I like the lighting. I do wish there was some feedback sound (beyond the snare hit for hitting an enemy) and maybe a little ambient music. Solid entry, I'd love to see it expanded upon.
There's a definite atmosphere here. Could make a good horror game. The controls were super fast and a little floaty and even with the change I found the mouse very sensitive still. Overall, lovely visual style. I'd love to see a post-jam version with some more gameplay added.