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NickNameless

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201945Start with nothing👥Alchemicraftjam1543.913.512.943.834.083.012.753.87
201843Sacrifices must be made👥Rift Corejam3773.583.323.152.804.203.65

Performance over time

overall score (left axis) percentile (right axis)

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Fun vs Overall

Innovation vs Overall

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Humor vs Overall

Mood vs Overall

Comments by NickNameless

LD43 — Sacrifices must be made

The Flautist by khofez 2018-12-12T10:18:54Z

Interesting game! Having a flock of sheep following in my wake was funny, only to have them zapped unceremoniously (or VERY ceremoniously) at the altar is an entertaining sight!

The map is quite large, and actually quite detailed; it seems to be built with a sense of real architecture in mind! It's quite easy to get lost, but I did like to marvel at some of the open spaces and alleys and passageways.

The music seemed to stutter no matter how I ran the game (running in either Chrome or Firefox) and I ran into issues trying to run the exe file, which is unfortunate because I liked what I could make of the music, even as it stuttered to play!

Hopefully those sheep will find better lives somewhere beyond the altar...

Uhrilammas by LoHii 2018-12-12T09:55:52Z

Fun little platformer! The main character looks like a sheep of some sort too, I wonder what kind of conspiracy is going on...!

The controls mention being able to "Keep holding the button for a higher jump", but without the first sheep sacrifice, I was not able to get this working. Instead, quickly double-tapping the jump button allowed me to jump higher, which I used occasionally throughout the game.

Additionally, the use of an air-jump after an air dash seemed necessary for at least one section of the game, but not only was this ability not explained, it was also very difficult to execute on a regular basis, which made me wonder whether or not it was a bug or exploit (if it was, I'm a bit unsure of how to get the last sheep without it, haha). The jump-squat frames also make jumping feel a bit less responsive instead of more immediate, and led to me falling down a few floors after some unfortunate timing blunders! Whoops, haha!

The art is quite nice, especially the main character, and I like the commitment to non sprite-based graphics! The level layout is simple but generally intuitive, and the use of parallax here gives the environment a sense of depth.

Good work!

Sacrifice by Sword by Torn 2018-12-12T09:45:49Z

Really neat concept! I sacrificed around 1100 souls before alt-tabbing to read that the gameplay is essentially endless, haha.

The idea seems to revolve around the same systemic loop of battle royale games, however, what I enjoy about this concept is that, due to the use of choice-based stat growth, player strength is more theoretically dependent on player skill rather than map rng (e.g. finding a powerful weapon). The combat isn't much at the moment, and the ai tends to mindlessly conglomerate into "fight trains" (haha) but nonetheless the idea is interesting and fun for a small experience!

The spectator mode is fascinating, and gives the sense of watching over little ants go about their business, haha. All in all, great idea with solid execution that could definitely grow in some interesting ways!

Cyberdisc-0 by Hi Im Greg 2018-12-12T00:45:19Z

Beautifully done! The visuals and music are top notch; the neo-noir cyberpunk look is rocking, and the music is a wonderful mix of hard retrowave synth, the likes that remind me of Mega Drive!

The hitstun on impact makes the combat visceral and heavy; the animations are well done, if just a slight bit stiff, though the hitstun and meaty strike sfx go a long way to selling each punch and kick. I'm glad you opted to only allow 2 enemies to engage at a time; the protagonist is a tough nut, but his lack of any evasive maneuvers, instant knockdowns, aoe attacks, or guard abilities make him particularly vulnerable to multiple baddies.

Even so, it can be tough to fight even two enemies at once due to the inability to stagger their approaches; kiting and baiting an enemy attack or quickly knocking one down to allow time to approach the other does work to some degree, but even then I found them often shoulder-to-shoulder, ready to interrupt my attack should I choose to engage. Without changing very much, I suspect increasing the time enemies spent downed or increasing the time enemies spend in the wind-down animation after a whiffed punch would probably make the experience much more tactical and approachable.

That said, the combat is still a blast, and I enjoyed the inner dialogue! Bill and Ted are tough cookies, and I imagine I'd have been more upset having died after beating them, but the "No Checkpoint?!" comment made me laugh enough to want to power through to the end!

All in all, great work!

A boat trip to remember by jandourek 2018-12-12T00:08:14Z

Cute little memorization game! Like others, I'd initially attempted placing objects into boxes based on their name, then resorted to a mnemonic system when certain letters overlapped. My first run was horrible since I wasn't aware that throwing off objects increases the time you have before drowning (it actually does!) so I spent time opening boxes only to find I barely had enough time to open any of them if I didn't throw anything off!

On my second run, I'd committed to placing only the objects I needed in A-E, but I'd accidentally thrown one of them off so I restarted and finally made it in my third run!

You mentioned wanting to make some of the required objects somewhat random, and this seems apparent since some of the items actually seem useful (compass, various food); that kind of idea can definitely be stretched into a more complete and interesting game I'd suspect.

Good work!

Not so Magic! by VadeMetro 2018-12-17T15:45:46Z

Very pretty visuals; highly evocative of Hearthstone! The wood texture in the background is especially good, and the board/playing area is very cool! The game is very strong graphically, even without considering the 72-hour time limit!

I did get confused by the current "set's" territory though; the symbols on the board are very easy to miss. I feel in this situation the symbols should probably be the same color as the current territory to allow it to be easier to read at a glance, or that color should be represented somewhere on or near the board.

Speaking of which, I think the cat's and orc's colors (orange and red) are somewhat too similar when placed on the board. I got confused the first time the opponent placed a cat card and I had no cat cards, so I placed a high-level orc card thinking it would win (it did not).

The game itself is mostly balanced and easy to grasp, which is much to your credit! I won my matches against the ai, so it's difficult to determine how it would feel to play against a human player, but the strategy seemed simple enough to comprehend for a beginner like me.

That said, there seemed to be a few things I wondered about or was unsure of: - It wasn't clear to me how the cards were being distributed to each player. The tutorial says that 36 cards are available, but only 18 are in play for each set (9 for each player). If this is the case and not every card is in play during each set, it's difficult to know what cards your opponent has, and therefore it's difficult to form a strategy based on what you suspect they will play. - The connection between the strength of a card (its number) and the value of the card (its "coin") doesn't seem to have any intuitive connection. This makes it hard to make any strategies around which cards to keep and which cards to sacrifice.

Other minor things such as the game seeming to cut off some elements in certain screen ratios, or the inability to hover over cards to see their details (name, coin) are present, but don't hinder the gameplay experience much, if at all.

All said, this game is very, very impressive considering the time limitation! You have a working ai opponent that managed to stay a step behind me throughout each set, very clean and beautiful ui/graphics, and simple and easy-to-learn gameplay! Well done!

Slime Dungeon by ZachZ 2018-12-12T11:11:47Z

I saved my friends! I hope that was the right choice...

The concept of using slime sizes to fill gaps in the floor, but being limited by the slime size to enter through doorways makes for some interesting puzzles! This kind of duality to the size mechanic that makes it very clever, even for a small game! This mechanic also has the added benefit of making the player more conscientious of the room layout: knowing where additional slime is available is important to being able to progress in some rooms.

Small, but neatly done game! Good work!

The Chosen Sheep by Ellenack 2018-12-17T15:53:50Z

Cute game when it's just sheep, spoopy when it's raining hell! The grass is neat, and I especially love how the cursor appears in it, haha!

Cute and fun little experience while it lasts!

Rift Core by chaosed0 2018-12-19T02:34:30Z

@sumathbrod Sorry to hear that! If you'd like, you can let us know which Macbook your using and we can try to look into the issue at some point in the future!

Thank you all for the awesome feedback!

LD45 — Start with nothing

Winter Survival by oxrock 2019-10-10T02:15:08Z

Nice job creating the systems! It's not easy to make a survival game, and I didn't experience any bugs while playing (except for once where it seemed like I was not able to pick up a rock). I did find the game to be a little too punishing. Items feel too far away from each other, and it seemed impossible to find everything I need before I would die my slow death. The sting of that death was lessened by the funny sound effects, though! I liked the "ouch"m and the groans my character would make when he crafted something, like he can know nothing but hardship.

Crypt Hero by belug23 2019-10-10T02:31:09Z

The game is a little simple in the state that it's in, but it's very functional. I didn't run into any bugs while playing, and had no trouble finding what seemed to be the end of the dungeon. Unfortunately, by that time I was used to mindlessly running around killing goblins, and I ran into what I assume is the final boss (D) and killed it immediately before getting a chance to inspect it.

I liked the intro, with the blinding light when you exit the first room - injects some personality into what is otherwise a bog-standard rogue-like.