Foon → Ludum Dare Explorer → Users → Nuthen
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Trebuchet Town | jam | 109 | 4.00 | 3.55 | 4.07 | 4.42 | 4.30 | 3.66 | 3.70 | 3.61 |
| 2017 | 39 | Running out of Power | 👥 | Spacesquid Spaceship | jam | 43 | 4.13 | 4.04 | 3.65 | 4.33 | 4.62 | 3.25 | 3.85 |
Nice game! It started to feel a lot easier once I only focused on prioritizing 4 boilers and letting the 5th drain down, at that point I felt like I could keep surviving as long as I didn't make any mistakes. It would be nice if the difficulty increased as you made it further! Another thing is I found it odd that the menus require using the mouse, when the in-game controls are on the keyboard. The concept is fun, and it was funny when the brute came to throw me in the fire, hah.
The game looks nice. I wanted to try it but it wouldn't download the windows version.
Nice graphics! The final boss fight was fun. I wish the 3 levels felt unique though. I noticed there were more barrels and more enemies by the 3rd level, but it didn't really make it more challenging. A funny moment I had was when 2 enemies were standing in a row and I zapped them.. only to realize one of the power sources was standing behind them, and that got killed too, hah.
That was a relaxing game! I liked how momentum was kept between levels. The funniest thing was when momentum from the last level let me complete the next one without even launching it. I was a little confused by the color scheme at times. For instance in some levels it seemed like red thing meant it wasn't a bumper. However another level had red bumpers.
The art and game mechanics seemed nice! I didn't understand how to solve the puzzle. Also, the game crashed once I ran out of power. Still, good take on the theme!
Really nice concept. I had a lot of trouble from level 4. There were so many possibilities and I had no clue how to go about narrowing down the solution. But I did learn that signal feedback loops are fun! Also, I was playing the postcompo version and it crashed after level 4 the first time, but not the second time I played.
I like the game mechanics a lot! Although I wasn't a fan of the art. The mix between pixels and digital art was odd. The hardest level for me was Savings - it took me 30 minutes to beat.. but I really enjoyed playing this game! Great spin on the "controlling multiple characters at once" idea.
Interesting little game. The art is nice. I think it would have felt a lot better with sound effects.
This game is funny due to the physics! An odd bug I had was that I clicked off the window for a few seconds, or moved the game window a little, and I was suddenly outside the ship. I couldn't juggle the canisters fast enough to get the ship going very quickly.
Fun game! It felt a bit easy though. I won on day 4, but maybe it was just luck. The writing was funny, and the wonky sounds made me chuckle.
Nice take on a racing game! I thought it was interesting that there weren't any laps and it used energy instead. The art style is phenomenal! It would have been nice if the punishment for going off the road was a little bit less. It was often really difficult to get back on the road after missing a turn.
I have used LÖVE for a while but had no clue such nice games could be make using LIKO-12! The level design is really nice, and I enjoyed the audio too. It took me a while to figure out about wall jumping (there was a jump that required it in one of the last levels). Nice work!
This game reminds me so much of Starseed Pilgrim! The mechanic is really nice. It was confusing whether a trail block had placed or if it would disappear after I released Z, which caused me to fall off the map a few times. Perhaps that could be indicated more clearly. Awesome game! I hope there will be more of it to come :)
Fun game! The timed bad tiles led me to stop thinking about tiles and instantly make a decision about where to go - which I really liked. I was confused about the numbers displaying tile cost, since it displays positive numbers for things that cost power and negative numbers for things that give power, maybe it would be more sensible in reverse? A lot of times I was worried the recharge tiles would cost me power (especially when they were on bad tiles). I didn't like the camera tilt when the stage got bigger. It made it difficult to tell which tiles the floating points belonged to. I enjoyed this game though and hope to see more of it down the road. :)
I had trouble clicking to the rhythm, but I really liked the procedural animation and character design!
Interesting story! For the minigame, I think it would have looked better if the coins were only drawn inside the screen. The game did well with the theme, it was a cool twist!
Cool game! Really nice to see another 3D game made in Love! It was still doable and fun on keyboard controls. The voice lines were my favorite part! I think some moving parts on the levels, like moving platforms, could have made it more challenging and added some more variety.
I only played it solo, but I could see the potential for fun synergy with 2 players! I think with some more streamlined controls it could be pretty fun as a solo game too.
I really enjoyed playing this and learning what each tile would upgrade into! It took me until my second run to learn about upgrades, but they were very useful! An undo button would have helped when I made simple mistakes (like right clicking while I was already holding left click and destroying the tile).
Neat game! The most frustrating part was being able to move back into the earlier levels, but that was something unique about the game too!
I liked how you had to think out your moves! I just would have liked to not wait so long between each move.
Neat game! I like how the typing made me have to get into a proper rhythm to defeat some enemies. The font made some words difficult to read, especially on hard mode where short words were required to move. I wish I had more hearts available, I found it got very difficult once I reached 2nd floor on only normal difficult. This game helped me learn how to spell some new words, so thank you!
Cool game! I liked having to consider gravity and experiment with it. I disliked not knowing exactly when I'd be able to throw the next fireball. Especially on the toughest level with a CPU opponent, I would have to spam clicks to be able to throw a fireball as early as I could.
My final score was 49975! This game was really cool. The difficulty picked up quickly, but the art, sound, and music kept me dialed in. I appreciate that each arrow had its own color, so I could still know which arrow to press even when the notes got too fast to see. A frustrating thing was when the level ended, and there was another note on its way I was ready to press, but the level ended before I could.
Sorry you had trouble firing it! It should allow you to fire it after you've selected a building to launch.
I like the combination of farming/zombie survival/tactics a lot! Especially with each character having a unique action for farming. It was frustrating when I could have made it to the door to sleep, if not for a zombie standing right on the tile in front of the door.
Awesome game! It was really fun to unlock new cards and customize my deck between each room. I had trouble selecting/aiming my cards sometimes, which made the game a bit more difficult.
Nice idea! I like how the placement of the objects can make you think of how to use your cards in interesting ways. I just with the controls were tighter, but right now jumping feels floaty and it makes the jumps difficult.
Really interesting game! Having the ball destroy pieces made it really difficult to clear more than a couple of lines, especially when my piece would become nearly destroyed before it was fully dropped :stuck_out_tongue:
Awesome game! It was really cool to play cards on rooms, especially on rooms in advance. It was annoying when some card combinations made it seemingly impossible and the only thing to do was reset, maybe there could be a max number of lives? Also, I liked how the last 3 rooms became a gauntlet where you had to beat all 3 rooms at a time!
I liked the setting by the low amount of light in the final level. It really scared me when enemies appeared! But I was thankful for the map, that was really cool to see. It was annoying to click the text boxes, I was thankful for the ones I could skip by pressing a key.
Really neat idea! I liked having to think about when to pause to take care of the pet between moments of action. I think if the character could duck and shoot, it would have helped a lot, mainly with dodging bullets and shooting the shorter tentacle enemies. I'm not sure if it was only an issue with the Web build, but the game seemed to keep running slower each time I got a game over.
Cool game! I liked making paths to rescue additional guys, but it was difficult to cave a pixel-perfect staircase when I wanted them to go back up (since they couldn't climb 2 pixels)
I have to admit I couldn't score a goal. It was still really fun. Though I dig the western style, I think some other gadgets that are more immediate could have helped.
Pretty cool game! I had a lot of trouble with the tree boss at first since it seemed impossible to dodge its leaves and have time to shoot. But once I came back to it with upgrades it was rather easy. I really liked the art, music, and the unique mix of game mechanics!
It was tough to figure out the way to move along the isometric graph, for a rolling game I still expected it to be relative to the camera. I like that the rolling added a new aspect to this cooking / time management sort of game!
Fun game! I liked how the attacking was based on how many clicks you could do, and somehow it still managed to be fun to explore, and figure out what potions do! I would have liked there to be more feedback, either audio or visual, for taking damage, dying, etc.