Foon → Ludum Dare Explorer → Users → nicross
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | Auraboros | jam | 1493 | 2.88 | 2.36 | 3.94 | 2.27 | 3.94 | 3.38 | |||
| 2019 | 45 | Start with nothing | Soundsearcher | compo | 289 | 3.31 | 2.66 | 4.09 | 3.33 | 2.14 | 3.62 | 1.65 | 3.11 | |
| 2018 | 43 | Sacrifices must be made | 👥 | Space Goat: Coast to Coast | jam | 237 | 3.75 | 3.78 | 3.75 | 3.46 | 3.51 | 3.30 | 3.72 | 3.54 |
Equipped right shoe on left foot, will play again!
Hi @cooz! Just added a note that players need to move forward for the first thing to spawn. I'm also taking a second look at the levels because I'm using an atypical audio setup (considering this a bug). In the meantime, please let me know if you spot any errors in your console. Enjoy!
EDIT: I upped a few sounds and added a few in the starting area so players can check their levels.
@finalforeach Agreed. That could be fixed. With more time I'd add a slight dampening effect (volume and lowpass filter) to everything behind you.
@congusbongus Totally! Originally I had more elaborate plans for the pickups and possibly a main quest. Time constraints led me toward refining the walking simulator aspects of the experience.
@sharkwithlasers @ace17 Thanks for playing! I play a few FPS games so I understand the critique. My intention was to keep the controls as simple as possible for accessibility and UI reasons. They definitely feel more tank-like here. Possibly the keyboard controls could add Q and E or use the arrow keys for strafing in a later build?
@dqmhose Can confirm that something off is happening in Firefox. Definitely a different experience and not intended. May be able to investigate and fix but I fear it may require a rewrite. My apologies.
@dqmhose Found the issue with Firefox. It's alive!
I was in such a rush that I never used strict mode in any of my files. Added it and the error was immediately revealed: a missing comma between variable declarations. 🤦
@niterich Thanks for playing. I'm sorry that your experience was empty or buggy. It could be an implementation issue or possibly a RNG fail. In my `post-compo` version I've increased the spawn count and added more variety, so watch this space.
I am definitely thinking more about the controls, so your feedback is great. Right now my preference is a single-hand and dual-hand setup with the arrow keys and Q and E for controlling orientation. I don't think mobile users would miss much without strafing so the UI probably won't change.
@cassowary You're correct that the sounds are point sources. Especially for the wind and waterfall sounds, it would make sense for them to fill more space. Based on your feedback, I'm currently adding that to my `post-compo` version for select sounds. Thanks for playing!
I love the games that give me the feels.
This made a great dinner conversation. Thanks for the laughs!
@trizalio I wish I had more time for a proper tutorial so I'm sorry for the confusion. This is an audio game with no graphics. You play as a black hole, so when you move you'll hear a rumble instead of footsteps. An alert sounds whenever a wormhole spawns and they beep when you're locked on. As long as they're active they'll spawn enemy black holes that chase after you. You'll need to destroy them both to earn points. Hope this helps!
Edit: I should add that the game is designed for Chromium-based browsers and its desktop builds provide the best audio.
Hi folks! Based on your feedback I added a detailed tutorial section to the itch page (hidden behind spoiler tags). I hope this better explains the game, its mechanics, and how to be successful. I agree that in a post-jam update I'd love to expand this into the game itself. I primarily make audio-only games that combine my passions of sound synthesis and accessibility. Thanks for your time and for trying a game that might defy your expectations.
Edit: Please keep the high scores coming! Mine is 8,170.