Foon → Ludum Dare Explorer → Users → NMcCoy
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| ๐ฅ | 2010 | 19 | Discovery | Circus Peanuts | compo | Audio | 4.33 | |
| ๐ฅ | 2010 | 18 | Enemies as Weapons | Grabitas | compo | Audio | 3.89 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | ๐ | jam | ||||||||||||
| 2018 | 42 | Running out of space | Moon Marbles | jam | 5.00 | 5.00 | 4.50 | 5.00 | 5.00 | 5.00 | 4.00 | |||||
| 2018 | 41 | Combine 2 Incompatible Genres | Kartlike | jam | ||||||||||||
| 2017 | 40 | The more you have, the worse it is | Zero One Infinity | jam | 5.00 | 5.00 | 4.00 | 4.00 | 4.00 | 3.50 | ||||||
| 2017 | 39 | Running out of Power | The Robots of PUZZBUTT | compo | 3.25 | 2.75 | 2.75 | 3.50 | 4.50 | 3.75 | 2.50 | 2.66 | ||||
| 2017 | 38 | A Small World | Little Stars | compo | ||||||||||||
| 2016 | 37 | One room | 6x4=1 | compo | 10 | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | o / O | compo | 38 | 4.05 | 4.00 | 3.95 | 4.38 | 2.90 | 3.48 | 2.50 | 3.00 | 40 | ||
| 2015 | 32 | An Unconventional Weapon | Asterpoids | compo | 167 | 3.65 | 3.53 | 3.50 | 3.78 | 3.89 | 3.53 | 3.44 | 33 | |||
| 2014 | 30 | Connected Worlds | Flopswitch | compo | 36 | 4.00 | 4.07 | 4.27 | 4.13 | 4.07 | 3.60 | 20 | ||||
| 2013 | 27 | 10 Seconds | Tourmaline | compo | 142 | 3.57 | 3.40 | 3.87 | 3.33 | 2.97 | 3.90 | 1.44 | 3.12 | 45 | ||
| 2012 | 24 | Evolution | Dragoncore Overdrive | compo | 10 | |||||||||||
| 2012 | 23 | Tiny World | Atom Planet | compo | 30 | 3.94 | 3.50 | 3.67 | 4.25 | 4.14 | 3.97 | 2.85 | 3.73 | 10 | ||
| 2011 | 22 | Alone | Embers | compo | 105 | 3.28 | 2.48 | 3.17 | 3.44 | 3.24 | 3.17 | 1.33 | 3.92 | 2.22 | ||
| 2011 | 21 | Escape | Planetary Mission | compo | 63 | 3.53 | 3.53 | 2.81 | 3.63 | 3.28 | 3.63 | 2.45 | 2.27 | |||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | Kobold Goes Alone | compo | 34 | 3.54 | 3.96 | 2.92 | 2.88 | 3.00 | 3.78 | 2.26 | 3.12 | |||
| 2010 | 19 | Discovery | Circus Peanuts | compo | 35 | 3.50 | 3.72 | 2.44 | 3.33 | 2.56 | 4.33 | 2.46 | 3.15 | |||
| 2010 | 18 | Enemies as Weapons | Grabitas | compo | 12 | 3.68 | 3.91 | 3.23 | 4.18 | 3.18 | 3.89 | 1.25 | 3.31 | |||
| 2010 | 17 | Islands | The Floor Is Lava | compo | 36 | 3.50 | 3.56 | 3.71 | 3.82 | 2.71 | 3.17 | 2.75 | 3.06 | 5 |
I've discovered a pretty sweet dungeon at (-36, 1, 0). Watch out for the bats at those first stairs, though. And please feel free to post your own discoveries in the comments!
Added a link to the "Post-Jam" version, which will include all updates as I add them (including that stairs fix!)
The weapons aren't intended as a linear upgrade path but as a range of options. There's even an advantage to keeping the stick - the charge attack, while still only doing one damage, has great speed, reach, and knockback.
Notionally, this is the very last segment (i.e., post-last-boss escape sequence) of a fictitious NES-era Metroid knockoff, being played on an emulator.
For the speedrun-inclined, it is (at least in theory) possible to accomplish the final task before the first dawn. I haven't managed it yet though. Anyone up to the challenge? :)
Aha, just got it! Takes a lot of attentiveness, efficiency, and careful planning -- though not luck; as a special case, rain is always forced to happen on the first night. Consider it a present for the speedrunners. ;)
Uploaded a walkthrough.
"why a dinosaur?"
Why not a dinosaur? :D
Honestly? Because that's what I could manage as a recognizable silhouette in 8x8 pixels. ^^;
Quoth Chrome: "This type of file can harm your computer. Do you want to keep virus.jar anyway?"
And yes, that was a note of amusement, not a complaint. :)
Quality! <3
Lovely game!
Heh, the screenshot makes it look like a long lost cousin of my own entry. Nifty game!
Neat game, and as someone else mentioned, I think there's potential to turn this into something bigger.
A neat idea, and a pretty decent execution of it to boot. Good work. :)
Fairly solid! Some more feedback on health/death would be nice, as it's a little surprising to be dumped back to the title screen with no ceremony. How'd you do the music?
The game freezes upon restart for me. Are you setting the timescale to 0 on completion and not resetting it when restarting?
Game crash when gate is destroyed (preventing restart) should be fixed now.
Added some basic instructions to the description.
Game crashes and restarts for me as soon as it finishes scrolling at the beginning.
Controls were a little awkward, and there certainly could be more to the game, but I liked the visual aesthetic of it.
Had trouble playing due to a low framerate and the rather unforgiving death mechanics, unfortunately. Some combination of a gentler introduction to the mechanics and/or checkpoints would be nice.
A nice game that makes good use of the theme with a simple and effective design. Well done.
Excellent style, atmosphere, and concept, well done!
Pretty cute and an interesting take on the theme. A few physics and camera issues (in particular on the last level) but not bad. :)
Excellent! Well done.
The pixel art is pretty nice, and I like the narration in concept. However, the narration seems to cut out at the beginning and end of each clip (sound is not timed properly?), so it's hard to tell what's going on. Also, as stated by others, more feedback on the combat would be very helpful, and a way to pull the cart would both be very useful and make a lot of sense, since it does have a handle after all.
Nice take on the theme - I like seeing games that incorporate unusual mechanics in order to fit the theme, and this does a good job of that.
The two video reviews I've seen were both struggling with how to advance. Tips: When you're large, you have a lot more air resistance; you need to be small in order to retain momentum. Thus, you can jump higher if you just tap the button rather than holding it. If you need to move backwards, you can do so by kicking off of a wall.
Creative use of the theme. Could have used some feedback on when a ball was actively being accelerated, as it was often very hard to tell what was going on.
"GAME OVER" is the bad ending. There's at least one other one, though it's no Frog Fractions. :p
Quite charming and atmospheric! The "eyes" part was definitely (suitably) creepy. With the last question, though, I wasn't even sure what I was being asked to decide... does "save yourself" mean rescuing the "I'm you" orb or "saving myself" as in selfishly fleeing? Perhaps that could be better phrased, unless the ambiguity is deliberately confusing.
I really dig the concept - was considering making something very similar for my own game, but went with a different plan. That said, I haven't been able to figure out how to beat the first level - even if I build generators, I don't have the resources to fend off any of the enemies before they get through. Maybe you have some preconceived strategy in mind, but I haven't been able to discern it? Either a tutorial or some clearer guidance on the mechanics would be very helpful.
Ah, whoops! Didn't realize that made it to the build. That was the working title when I started the project and only had a vague idea of what my plan for it was. The theme and details were on the fly decisions.
All the source code is embedded in the html file, though not really documented or anything (I was kinda making it up as I went so there's some questionable design decisions), so to summarize: The core of the game consists of a dictionary serving as the "emoji pool", tracking the count of each emoji in play, and a dictionary mapping emoji->the "rules" associated with the emoji. Each rule is structured as "event:operation", the operation usually being a substitution effect (indicated with โก) but sometimes a shorthand (e.g., bare emoji without one of my specially handled "verb" emoji is a shorthand for "replace nothing with these"). Hovering over an emoji lists all the rules that could currently be executed if the appropriate event were triggered (or all the rules if hints are enabled); clicking on an emoji fires the ๐ event on that emoji, executing all the ๐ rules on it. ๐ and ๐ are the only events explicitly invoked by the Javascript framework, all others are triggered "in-engine" by the โถ verb-emoji. When this happens, the framework iterates over all non-zero-count emoji in the pool and executes the appropriate rules on each of them, a number of times equal to the count for that emoji. In terms of presentation, I set it up so that there's a couple divs in the page that "request" specific emojis from the pool in a given order using a data-value in their tag; the "render" function first checks for the requests made by the page, grabbing those emoji from a temporary copy of the pool and allocating them, then puts all the remaining non-requested emoji in the main centered div. (There were a lot of visual bugs in testing, like when I forgot to add ๐ฅพ to the inventory requests so they hung around in the main pool div instead.) Usable buttons (those with at least one ๐ event that could legally be executed) are given an extra class when being written to the html of the page, which the CSS then gives an eye-catching rainbow-animated background to. Figuring out how to have the emoji game engine track if the player was in combat/had defeated all foes was tricky; I didn't implement a categorization system, so all the combatant emoji had to have a rule where they responded to an event to indicate that they were still alive, and a rule that removed them when the player fled combat. Halfway through development, I made a helper function that I could give a list of "these emoji are combatants" and it would append those two rules to the dictionary's rules for that emoji, saving me a lot of further repetitive emoji-typing. The โ emoji signifies that the player is in combat; the โ :โ rule that the combatants all have means "when the โ event fires, add a โ emoji to the pool" as an indicator of "hey, I'm still alive". The defeat rule for each combatant looks like "๐:๐ฅ๐ฅ๐ฅ๐ฆโกโญโญโ" -- when clicked, trade 3 damage emojis and a shark for 2 experience points and a check mark, if such a trade is possible. The โ has a ๐ event that removes all โ , fires the โ event to ask if anyone's still around, makes a ๐บ if there aren't any โ in the pool after that, then replaces itself with nothing. In hindsight there may have been a cleaner way to do it, but I think that it's a good solution for not exposing too much unintelligible "system guts" to the player, since *all* of the game state is stored/represented by visible emoji! In the end, I was able to disguise most of the mechanical state as UI - unlike in most games where the health bar on the HUD is a visual depiction of the internal number that tracks the player's HP, in this game the health bar literally IS the player's HP! Kind of a wild concept, if you're used to the model/view/controller paradigm of game architecture; here the model and view are one and the same, and the controller mostly consists of things taped onto the modelview elements.