FoonLudum Dare ExplorerUsers → Niker107

Niker107

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201842Running out of spaceHITMAN: The Floor Is Lavacompo863.853.903.783.903.173.262.083.44
201841Combine 2 Incompatible GenresRhythm-Based Twin Stick Zombie Survival Shootercompo2293.573.613.263.883.453.352.463.05

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

Humor vs Overall

Mood vs Overall

Comments by Niker107

LD42 — Running out of space

Outrunning Space! by drludos 2018-08-13T01:14:25Z

As everyone else has said - a very creative idea, and I like that it's executed right in the browser. I was expecting it to be a 2D game emulating a browser. One criticism I'd say is I think the player should be able to jump over the Os if they're 2 points away, not only 1.

backSpace-X by omercanbalandi 2018-08-16T20:29:11Z

Congratulations, a nice game for a first entry! I think that you did well with the few mechanics that you could put in, and the music was very fitting too. And actually I think this fits "Running Out Of Space" well because I did feel like I was running out of safe places every now and then. However, a few points of criticism:

• The hitbox for the player's ship is way too big, and can get damaged from too far away. In general, in bullet hell games at least, the player's hitbox is often even smaller than the visible sprite, which makes the gameplay feel "just right" • The player's gun should be in the middle of the ship, not off to the bottom. It just feels harder to fight off enemies that way, especially if you're trying to shoot at an enemy while rising up • Enemies shouldn't shoot the second they spawn in, creating a 'wave' of bullets. Try randomizing the timers a little!

Dungeon Trader by TomG 2018-08-16T21:52:02Z

This is quite a fun and chaotic game, but I think it would've really benefitted if the items had tooltips. Inventory management in this is hard as it is, and not knowing what each potion is for just results in me throwing out a lot of stuff I don't know what to do with. Plus my first go I didn't even know what I had to do because I didn't read the whole description. Always assume your players will not read your post!

LD50 — Delay the inevitable

The Fumbling Wizard by surr-sloidah 2022-04-08T00:07:13Z

A surprisingly fun entry! It was cool developing a little strategy for how to perform the spells most efficiently, and having the potion actually change the gameplay a little bit was unexpected but really well made. They all mess you up just enough to potentially be deadly the first time, but once you get used to them and get better at the game, you can hold your own for quite a while. The graphic of the meteor coming down is also a really cool touch, even though staring at it is just counting seconds down to your death. All in all, a solid little game.

LD41 — Combine 2 Incompatible Genres

C://TEXTRIS.EXE by Ryan Gannon King 2018-04-26T21:49:36Z

This is an incredibly innovative game, however I am terrible at Tetris, so I can't really get anywhere. This idea would probably detract a bit from Tetris itself, but perhaps it would make sense for this type of game to have single letters or maybe 2 letters at a time falling down, so it'd be easier to actually make the words you want to use.

OTherwise, it's a creative concept, and I really like the look and feel of it (and the music adds a lot to the mood!)

Kiss all the ladies by wramp 2018-04-26T21:36:50Z

Overall, it's a nice concept, and while I thought initially that allowing the player to build in mid-air is silly because they can always just use one cube, the limit on building when the player is coming back is interesting and adds to the gameplay. The only thing I'd really fuss about are the floaty controls. I think that the player's acceleration, deceleration and fall speed should be increased to make the controls more snappy. When I played the game it felt like I had much less control than in a usual platformer.

~~Also, we won't question a guy that's going around kissing girls and then driving off in his car? Okay...~~

Neon Space by SMILEY_4_ 2018-04-23T22:47:00Z

Great execution, great visual style, I really like this game! I'm not sure how many types of enemies there are, but it's clear that their AI has had some work put into it. I also quite enjoyed how it is signified how and when the enemies and weapons/projectiles will behave in several turns, so you can plan ahead. Overall, a real nice game!

Angry Mush by Royoyo 2018-04-26T22:00:45Z

Having to look away from the fight to collect ammunition is a simple, yet surprisingly great gameplay concept. I quite enjoyed the game, and thought it was very polished for usual competition standards! The cartoony art in particular is very nice, but I like the jolly music. Perhaps the game was only lacking a bit in sound effects, and also a few hints on screen at the start like noting that the plants are your health (I realize that's stated in the tutorial at the start, but I forgot about that because I didn't get hurt for the first few minutes and I didn't know how to plant new plants!) Also the boss at the end was quite a surprise, and I nearly died a few times.

A Really Bad Case of the Mondays by Amatwiedle 2018-04-26T18:31:41Z

I absolutely adore this game, if only because of the Spongebob (I think?) music. Playing it was genuinely hilarious and challenging, and I liked the variety in levels. Honestly, this is the first game so far that I genuinely wanted to replay... for whatever reason!

But there are some things I'd change: in particular the juiciness and fairness and of the game. As others have said, it'd have been better perhaps to have more feedback to how the player behaves, like making the coworkers do the Metal Gear Solid sound when they spot you or something like that. And fairness - in traditional bullet hell games the player's and the bullets' (in this case coworkers') hitboxes are actually much, much smaller than you'd think. Ideally the player's hitbox would be just slightly bigger than their head, so they could pull off manouvers like moving between cars and only died if they were hit head-on. There also weren't many times when I could wade past the crowds coming at me without having the line-of-sight people wanna chase after me. There usually isn't enough space to pass through.

Fish Fighter by GiovanniBarrottu 2018-04-24T18:26:43Z

I quite like this as an experiment, and I think it could become a full game, but there are plenty of things that could be improved and worked on.

At the very beginning I was quite confused on what I should do in particular. I tried moving aboveground with WASD but wasn't able to, so underwater I also stood still and just shot in different directions. I thought that the little guy was the fishing pole's end, so I tried to shoot it out of the water. It took me a while to realize I could actually move and shoot to kill the fish, so maybe a small text pop up for the first time would be helpful.

The actual shooting mechanic didn't feel too satisfying - mainly because of the reload time. I think it would've been better if there was an ammunition system, with ammo floating around, or there would be a set reload time like 2 seconds after the player empties out a magazine. The fishing rod mechanic was also slightly confusing, because there is no clear indicator of which part of the bar does what. I was trying to aim for the middle instead of the right end to get the highest distance, and it also took a while to figure out.

I was starting to get bored, but when I bought the new weapons and the new fishing rod, the game became more fun again. It was interesting to see the new enemies outside of the zone I was previously in and I like how the expansion of the player's reach is shown.

The good stuff is: the game is really beautiful and creative, and I really enjoyed the music. It's a fun little concept that could be expanded upon.

Anysma by Chris Magnuson 2018-04-26T18:15:26Z

I really like this, a short but very nice and polished game! At the start I just tried to avoid the enemy ships, but couldn't ever get away. Surprisingly, turning around and shooting them wasn't a particularly difficult task, and I managed to make it to my blue planet. Controlling the ship after a while wasn't so hard either, especially given the 'stop' command - because I could just put in a huge number for movement and then steer the ship using big turns. If there wasn't a stop command, I'd definitely have to plan more, and maybe that would've made the game more difficult!

The only things I'd change really would be adding in sounds and music, making the background move (because you can't really tell how fast you're moving when there are no asteroids or enemies around) and also making it clear how much '1 turn' is. Personally I'd just use degrees as that is something most people are familiar with.

NecroGolfer's Tomb by CosmicCrystalGames 2018-04-30T09:48:42Z

I believe it's an amazing achievement to create something like this in 72 hours! I liked everything about this game, and I actually had a lot of fun with the controls not despite, but *because of* the fact they were limiting and similar to what you'd expect in a retro game. The game itself was also very comical for me, and fighting off a monster boss in a square 3D level with a golf stick is one of the highlights of this jam for me.

Motor Challenge by rvenson 2018-04-26T17:47:52Z

I will probably reflect what others have already said. It's an interesting concept, and I went through the first two races I had with a lot of patience and tried balancing the buttons that I pressed, but in the end there were times when I went from nearly last to first by only pressing 'Slow Down'. So eventually my tactic became to drive slowly until I had roughly 10% fuel, and then push it until the end. Except the first time I did this I got to 51/51 actions and stayed there for one or two turns, not winning, until my car engine gave out.

Screenshot_6.png

Overall, it's a nice game, but could've definitely used more variety in the monologue lines and interaction with the car and the track.

AeroWrit - Text/Flight Sim by AzimuthGames 2018-04-26T19:37:09Z

Let me just say that so far this might be my favorite game of this game jam, even though I haven't played many; and that is amazing for a first submission.

The thing that makes me like the game the most is its atmosphere. I have *no* idea what it is about Unity games set in open, nearly completely undetailed environments, but there is just something really calming and special about them. This game made me feel like I was playing Aurora Wager again, and that hasn't been for a very long time.

Precise Control.png

I got to grips with the controls and was soaring through the air, taking small detours to collect the rings (after I crashed on my first playthrough due to only going after the blue ones) and was generally confident in being able to get to the blue ring in time, and to read the map, and to gauge how far of an angle the rings were away, or how high up they were. I actually got quite sad after a while that I wasn't going to hear from the radio guy again. I would've loved a little small talk, even if it was only a few scripted lines; I even typed 'talk' and checked the available commands to see if there was any way to get him to comment on my progress or just say something. It was atmospheric, but also very lonely. And yet, I could play something like this maybe even for hours, if it required a little less participation at times. Again, something like Aurora Wager.

NOPE NOPE NOPE.png

At some point I foolishly believed that the monster thing was gone for good and was only there at the start to give the player a sense of urgency - but sure enough, eventually I saw a little bobbing 'boat' in the sea and decided I'd check it out. To my absolute horror, I saw the two red eyes and *immediately* typed in *right 180* to get as far as possible from that thing. I had no clue if it was fast enough to catch up to me or not, I just knew I wanted to be nowhere near it. That's another thing about these open, atmospheric games - it's very immersive, and when you're flying in a tiny plane with nothing but the sound of the engine and an endless blue sea under you, you do *not* want anything that could mess up the flight to be anywhere near you.

Upside Down.png

Sadly, things had to come to a close, and after roughly 25 minutes of flying around, doing the objectives and getting immersed, I decided to end it by seeing if you could fly upside down without stalling. To my amazement, you could. And that settled it, I turned to the sea and fell, knowing that I'd had my fun.

Finished.png

I sincerely hope this could be improved upon and finished, or released for free like Aurora Wager. This is a really nice and surprisingly immersive game, and is one of the entries in this LD that I will definitely come back to, to just play in my own time.

TypeBoxer by KScorp 2018-04-26T18:00:35Z

This was quite a fun, quick little game, I got a high score of 72. Essentially this feels like a more fun version of those typing games. Maybe you could even run with that idea and have it output your average WPM using the time you played and how many words you managed to hit.

I also quite liked the sound effects and the feedback that the player gets, and of course my favorite part is the increasing complexity of the words along with the increase in speed. I actually struggled with some of them! Overall, a very nice job.