FoonLudum Dare ExplorerUsers → omarshehata

omarshehata

Category Medals

YearLDThemeGameDivisionCategoryScore
👥 🥈 2017 38 A Small World ChronoCombat jam Innovation 4.55

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
201738A Small World👥ChronoCombatjam4793.202.734.552.082.882.102.60

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by omarshehata

LD38 — A Small World

One-Pass by LukeZaz 2017-05-14T17:00:15Z

First off I want to say I really like this idea! I think it has a lot of potential for an interesting action/puzzle hybrid sort of game.

I think this was already mentioned, but having some checkpoints would make it less frustrating when you're pretty far in and already know how to get this far. It was kind of fun to watch the area behind me get blocked off as I run, but suddenly it was pretty scary as I tried going in the other direction, since I had effectively just blocked myself in. And that was kind of a cool moment of discovery, realizing that my "power" was also my curse.

I couldn't quite tell how it decided which parts get blocked off, is it just whatever touches the circle, and then is no longer touching the circle? If so, it might be more precise if it were a square instead, so you could predict exactly which pieces would block off and use that to your advantage.

I'm eager to see how a more fleshed out version of this would look like!

Cowmets by NickZangus 2017-05-14T16:04:32Z

This was really super fun to play! I think one of my favorite design choices was the fact that there was nothing stopping you from picking your difficulty at any point, and for someone who hasn't read through the whole game description, you couldn't tell at first which was easy and which was not. So a really stubborn player could really keep trying that red cow, or give up and decide to try another one. Having that freedom as a player was really cool (as opposed to being forced to capture the easy ones before the red ones appear).

Also I love that "cowlicious" was the only graphics option XD

I think one thing that was a little confusing was exactly what it took to successfully catch a cowmet. At first I thought I just had to reach it, but it seems to be more timebased, like I just have to be within a certain range of it for a certain amount of time? It was a little hard to tell so I wasn't sure whether it was my fault that I couldn't capture the red cowmet, or if I was just doing it wrong.

Spider Collider by mooncalf 2017-05-13T19:49:51Z

At first it was a really fun game, and I absolutely love the mechanic of how jumping from planet to planet is the goal, and is how you win, but at the same time it's what leads to your death as you end up inadvertently crushing yourself.

It was really fun and engaging, and the difficulty was just right, until I realized I could almost always win any level just by spamming space and not really paying attention to anything. This felt like it kind of broke the design of the game for me, since it made too easy and not very interesting. (I ended up finishing the whole game in a few minutes and on a lot of levels the only key I used was space!) I think what would be really awesome would be emphasizing the planet/momentum mechanic more. Maybe you have to touch every planet to progress a level instead of just landing a bunch of times? Actually it would be really interesting if you had to touch every planet in a specific order. Then you'd really have to think through where to go! Or if you want to keep it as an action game, maybe you (a) can't immediately jump off once you land, or maybe there are things on the surface you have to collect on each planet so it forces you to move around?

Overall, awesome work!

ChronoCombat by omarshehata 2017-05-02T19:31:22Z

Thanks for giving it a shot @wati888! We designed it with the intention of players finding a friend to join them and try it out. With that said, you can still open two windows and try it out just to see how it experience and experience it (which is possible because the game is more or less turn based).

Looking forward to hearing your thoughts!

ChronoCombat by omarshehata 2017-05-11T04:17:36Z

Thank you so much for the detailed review @qzqxq ! I appreciate all your nitpicks. The replay being too fast/confusing was definitely something I felt but wasn't sure how to fix it. Being able to slow it down and replay it multiple times seems like it would help a lot!

I did actually intentionally want to avoid having the bullets move as you move like in Superhot. I wanted to somehow communicate the idea that the world was independent of you. But now that I think of it, to be consistent, I think the bullets should move **only while the frames are counting down**. So they *would* move when you move, but also if you're holding down space. That I think would make more sense.

And yeah, I had trouble with the collisions in the last minute and just decided to cut them because they were way too jittery.

ChronoCombat by omarshehata 2017-05-13T02:23:09Z

Thanks for giving it a chance @ryte2byte !

I think you're right that top-down would be a much better view for this. This was something we couldn't decide on when we started this game. I thought the FPS camera would make it more interesting since you couldn't see everyone around you at once, but now I see it just makes things more confusing, and for a concept like this I think you'd want to distill it down so the core mechanic really shines.

I like your idea of a dashed line and getting hit by your own bullet! I definitely want to try that now :D

ChronoCombat by omarshehata 2017-05-13T02:23:13Z

Thanks for giving it a chance @ryte2byte !

I think you're right that top-down would be a much better view for this. This was something we couldn't decide on when we started this game. I thought the FPS camera would make it more interesting since you couldn't see everyone around you at once, but now I see it just makes things more confusing, and for a concept like this I think you'd want to distill it down so the core mechanic really shines.

I like your idea of a dashed line and getting hit by your own bullet! I definitely want to try that now :D

ChronoCombat by omarshehata 2017-05-13T15:23:07Z

Thanks for all the great feedback and encouragement everyone!

@harry-alissavakis I **love** the idea of a power up. I can't believe it never occurred to me before. Putting incentives for players to be at specific places at specific times could be super interesting. Then it becomes a thing where, does everyone just avoid the powerup because everyone is shooting at it all the time? But then everyone stops shooting at it because no one's going there. Or can you make it something so valuable that it's worth the risk of running for it? That could be an awesome dynamic!

ChronoCombat by omarshehata 2017-05-14T13:40:36Z

Thanks for the kind words @mhgameswork!

And those are some really good ideas. I could tell it's frustrating to play, but couldn't quite articulate all the pain-points. I really appreciate your feedback!

How To Build A Planet by AlexDiru 2017-05-13T00:39:53Z

This sounds like an interesting game! Although I feel like the learning curve was a bit too high for me. I think something that would have really helped would be having in-game feedback. So when I tried to do something, it would say "Not enough X to create Y". I think I managed to place a few rockets, but I wasn't sure where to go next. I did collect some materials (at least I think I did, I stepped on them and they disappeared. Having a "+1 minerals" would help make that more clear). And also having a few clear goals to try at the beginning would help a lot.

SGS17 by StudioKraze 2017-05-13T00:33:49Z

This game has such an interesting mood/atmosphere! I really liked just walking around. I felt like you got that really right.

Is there anything more to it than just walking right now? I did manage to climb the mountain, which was kinda cool! I feel like I'd definitely love to explore this world more if there was more to it.

Lalao by ysty 2017-05-14T16:27:01Z

I gave this a 5/5 on mood. I love the atmosphere and the story and the narration and the style and everything! I actually wish there was more to it and would definitely play a longer version. I definitely wasn't expecting the earth to crack open..or there to be another layer on top.

It really got me curious about the creature at the very bottom, hearing more of its story. You did succeed in creating empathy for it for me.

One small point of feedback, I know there was no way to "win" saving the planet, but I think making it even more challenging would be better. As it is, I gave up because I got bored and was curious what would happen, not because it felt like I couldn't do it. I think slowly ramping up the difficulty if the player takes too long to finish that part could help.

Merhygen by rokasv 2017-05-10T02:30:31Z

This was a surprisingly fun game! It was really confusing at first, not knowing why I was dying until I figured out I just had to approach the enemy straight on. But I felt like it was part of the game to "figure out" this puzzle. There's not much in way of animation, but the little sound effect, the bumps as you hit the wall or the enemy, the little jitters, these all really make for a really nice atmosphere. And this was really fun to play, and I would definitely play a more complete version!

Dig Site Gliese by beefsports 2017-05-13T00:29:52Z

I had a lot of trouble with the controls. I clicked on the various parts of the steering wheel, but they didn't seem to be doing anything. I'm not sure if they did change anything or not, since I wasn't getting any feedback beyond the red boxes flashing green.

Our Cramped Little World by ret44 2017-05-16T01:56:19Z

I absolutely love everything about this game! This is definitely a 5/5 from me all over.

I love the take on the theme, how in a large way our home can be "our world". I like that you don't place any limits on where you can place things (like it doesn't force you to leave space to reach things), but you realize you can't get places after you've settled in and moved everything in.

I also just love the sound effects and music and the whole aesthetic of everything (and I laughed when the humans were heaved just like the furniture).

I would definitely love to keep playing a longer version of this. I think what would keep it interesting was more funny situations where you get stuck, so both humor, story and puzzle could make this really fun (but I could see it get a little bland if it's just a series of odd configurations of flats).

I think some things that made a little frustrating was the fact that the mouse pointer doesn't lock, so sometimes I can't move a piece of furniture far enough because my screen isn't big enough (even with the post-jam version).

Antagonistic : Hamburger Hill by ryte2byte 2017-05-13T01:02:56Z

I really like the combination of a real-time shooter with a tower defense strategy sort of game! I always find tower defense games a little tedious with having to just passively wait, so I definitely appreciate giving me something to do in the mean time!

I felt like I played it a lot more as a shooter than as a strategy game though. Sometimes I'd even forget I could place mounds or hatch workers. I didn't immediately get what the advantage was of workers (I skimmed through the text at the beginning because I was really excited about just playing). I assume it helped you get the hamburger down faster?

I think it would have been cool to see more of everything: More enemies, more defenders, and more bullets. It could definitely get really hectic and chaotic and that would be really awesome! I think the ideal thing for this sort of game is for it to be impossible to win just by strategy, and similarly impossible just by being a really good shooter. So having to combine these two skills makes this really interesting!

Parallel by ayame9joe 2017-05-12T23:59:08Z

This sounds interesting! I don't see a link to the game though...I'm curious about trying this out.

AstroBar by plaw 2017-05-13T00:07:20Z

I really liked the graphics! It had a comical and fun atmosphere, and I think this game has potential.

My gripes with it were mainly the controls. Turning left and right felt really slow when throwing the beer to the tables, and because the trajectory would only extend when I held space (and because it took so long to extend) it made it really hard to aim so it felt frustrating.

I did like the pouring mechanic and having to tilt it to get just the right amount of foam. I think it would have felt more fun if it didn't seem so mechanical, if tilting wasn't precise and incremental but was more smoother like in real life. I think something that would have been really interesting is having to tilt it but also to be aware of not spilling, that could be interesting to balance!

SnowGlobe Warrior by Ethan Allwood 2017-05-15T01:03:22Z

I'm not sure if I have too much to add from what others have said so far, definitely a very nice mood, loved the music, the animations and the creative design of all the enemies!

The fighting system itself wasn't very fun though. Small things like making the enemies flash, making them recoil when they get hit, and stuff like that could really help.

The Time of Our Lives by tddawson 2017-05-16T02:41:41Z

I absolutely love that you made a game about the anxieties of social connection, and the obituary for a lost social life is so great! Definitely a 5/5 for humor here :D

I think a lot of the little details were very nice, like the "eye contact" stare. I think one thing that made it a little frustrating was having to keep in mind who all my friends were (which sounds bad to say out loud). At first I didn't even know that I had to memorize who my friends were. I think having a pause menu that can bring up who you're friends with so far would be nice, so you still get the fun mechanic of having to juggle all that in your head but it feels a little fair being able to look it up.

Her name by canochaba 2017-05-13T01:31:36Z

That was really beautifully done! I think the music made it all come together, and you definitely had an excellent mood. I liked the idea of trying to piece together a story from these momentos (really reminds of To The Moon) and the mechanic of your world becoming smaller as you remember these memories.

I think one point of feedback I can offer, it didn't _feel_ as though my world was getting very small, because the doors were all in a linear order, so this is the same order I would have gone through them anyway even if I could go back. I think there's a couple ways you can improve this. One is to put the doors not in a linear order, so imagine they're scattered all around, and you can point and click to move in all 4 directions to choose them. The other way I think is to make it exit the room automatically when an item is chosen, to kind of emphasize how it feels like your memories are being taken away, how it's not much of a choice.

Otherwise, really good work!

Dr. Zorongo by Zorongo 2017-05-15T15:45:37Z

As others have said, I think the combat could use a lot of work, but it's an interesting enough world and characters that it would be really cool to mix in some adventure/exploration elements too! So perhaps not every room is just about killing all the rats, but discovering new things or maybe finding a new enemy that you can't actually kill, but just have to sneak around (and would be cool to see more uses of the plunger)

I think there's a lot of potential here. The music was a bit too annoying because it got repetitive pretty quickly.

A Bombtastic World by dennyrocketdev 2017-05-01T17:56:50Z

I gave this a 5 in mood because I just absolutely love all the little details and effects, the audio and the general feedback. The game lagged a bit on my laptop but it isn't very high end (I did play the post-jam version).

I definitely like the idea of this landscape serving a dual purpose, it's partly what you use to get to your goal, but it's also partially what you aim to destroy, and those two conflict, and that's what makes the game interesting. Perhaps building off of that further could add more depth and strategy here!

Little Big Square by emanon 2017-05-13T00:24:54Z

This was a really really fun game! What it lacks in graphics it definitely makes up for in design. I loved how each level introduced a new or slightly different idea and it was really satisfying to see it work/figure it out. It definitely got really fun with picking up the balls. I think what was really cool there was you notice that they do this cool smooth/floating thing as you're carrying them around, which seems like nothing more than a cool aesthetic thing. But then when you come to the level with the blue area where you can't drag the ball across, and it occurs to you that you can just "toss" the ball across, it feels super rewarding because it's using something you've already noticed before, but in a new light. So that was really awesome!

One really small nitpick: Why do you have to press space to progress to the next level? It was a little annoying having to do that. I think it would be much better if it automatically took you to the next level, since I can't think of a reason you wouldn't want to once you've reached the exit.

Also the level with the long strip of green, where you have to shrink in such a way that the goal is close enough to jump on, I think that would be better if you made it such that if you shrink in the right way, the goal lands on one of the edges of the level. Since I didn't realize that the goal was "ground" that I could step on, and I kept thinking I was doing it wrong. Since in every other level the goal was always on solid ground, so it didn't occur to me that I could step on it. I think either having the goal be floating at an edge at an earlier level, or changing it so that the goal can be placed on a ground, would make this less confusing.

Overall, really great job guys!

Conquery - Conquer The World! by Tanay 2017-05-13T03:07:49Z

I just want to say I _really_ like this mechanic! Both in terms of how it feels to play it but also just in the story behind it (like the idea that you as the player have no intrinsic power, you can't shoot or harm anything directly, but you can as this "commander" go around and arm your stations like that).

There were definitely some small rough points that made it a little frustrating. I kept dying because my character would suddenly stop moving for some reason. After a while I realized it's because the mouse was exiting the game window for a brief moment and that meant I had to click again. Capturing the mouse (or I guess playing the game in full screen) would help fix this. It felt a bit too challenging right now. At first I thought what you were supposed to do is lure the enemies back to your turrets, but I guess that might make it too easy?

Leucos by Harry Alissavakis 2017-05-13T00:51:38Z

This was really fun to play! I do like that shooting has a bit of recoil so you have to be careful when you're around the edges (I made the mistake of shooting in mid-air while I was jumping between platforms and ended up falling :( )

I think with these kinds of games where you have waves, it's better for it to be more challenging than too easy. I felt like a lot of the earlier waves were very straightforward and very hard to lose. What kept me going was just watching the cool enemies/animations/particle effects.

One thought that occurred to me: it would be nice if I could move the camera since at first it seemed like more enemies were coming from the south. I think there's probably a lot you could do with the camera. You could keep it fixed and have it rotate by 45 degrees each wave, to kind of focus the player attention to a new perspective/area of the arena, so it feels fresh and changes things a little bit. Just an idea!

Save the litle Planet! by igalencar 2017-05-13T02:40:40Z

This is definitely very polished! Kudos for that!

I'm curious what you used to make it. It was a little choppy at times in my browser, but otherwise it ran pretty well. I liked how jumping from planet to planet stayed exciting because of the "portals" between them started changing shape and size. It felt pretty impressive to make those huge jumps between planets. The roll was a good addition and made for some pretty epic moments when you'd roll under a bat that almost got you!

The game reminds me a lot of Aether (http://www.newgrounds.com/portal/view/459147). One thing I enjoyed there was how you could go inside of planets as well, since the gravity mechanic was one of the things that make this fun, emphasizing that even more would really push your game to its potential.

Adventure Owl Meets the Mole Men by fenwick 2017-05-10T02:23:15Z

I love the distortion effect as you get further and further down! I think one thing that was really frustrating was that you couldn't jump while in the air, which made it really difficult to jump while you're sliding down the very slanted edges (because unless you were perfectly still you'd just tumble down and not be able to jump).

I liked how you explained away the moles respawning by them having "really good climbining shoes" ! Really gives the world some character and believability :)

Planet Taxi by Marin0104 2017-05-14T21:21:34Z

I want to echo others thoughts about loving the visuals and the aesthetic with the game! I think you did a really good job on that.

The driving controls were pretty frustrating for me though. I think it wasn't a big deal that there was no arrow pointing to the right direction (although that would have helped), but it was more the fact that the direction changes as the camera does (which you have no control over). That is, if I keep holding down W, the car will start to turn on its own because the camera is rotating. I think having "W" be the direction the car is facing and not make it rotate with the camera would make this much less frustrating at least for me.

Angery Ships Only by adrisj7 2017-05-13T17:17:41Z

This was a really nice game! I actually had a lot of fun playing this. At first it was a little confusing just because it felt too good to be true to be able to build anything I wanted and actually see it operate. I like the fact that nothing is required. You could go off into the world with nothing but a ton of shields, or all boosters, or just a whole lot of bombs. It was really fun trying different combinations to try and see how much better I could do next time.

Some points of feedback: I think one thing that might help is being able to tell why I died. It's a little hard to know if it was because I didn't have enough shields, or if the lack of boosters meant my ship couldn't move to avoid enough attackers. I found myself just having to guess. Getting some more info on that would make the game more interesting. Like I can imagine there's a lot you can do with the camera that you didn't have time for, like being able to see the action up close.

I also felt like the difficulty ramped up pretty quickly. I was really enjoying it but couldn't really get past the second level. I think starting with just two basic units (booster and bullets?) and having an easy level, and going up from there, would make it feel less overwhelming and more rewarding.

I would definitely play a more complete/polished version of this! I love games that combine strategy with real-time action!

The Wonky Wizard by MHGameWork 2017-05-14T16:44:25Z

This was really fun! I love the amount of powers I and how powerful that made me feel with all the particle effects. I think one small thing that would have been better is if, when holding down the middle mouse button, you got a trajectory showing you where the fireball would go/land. As it is, it was hard to tell and so I ended up not really using it much unless I was forced to.

Tiny Dentist by JoshuaJumbles 2017-05-14T20:28:17Z

This was really fun once you get the hang of things! (Excuse my pun)

I could definitely seeing this being enjoyable with sfx and music that gets more intense as the countdown draws nearer to 0. I think some things I would add, given more time, would be a way to tell when the patient is about to bite. It wasn't always obvious when I needed to get out of the way or where the hitbox was. I think if there were more things you had to avoid that would make it pretty fun too. I really love the roll, and I wish I had more opportunities to use it!

MiniPolis by korvyashka 2017-05-14T16:52:47Z

Things can definitely get hectic pretty quickly here! I think one thing that wasn't clear at the beginning that your own cities can grow too big and destroy each other, so it wasn't something I was worrying about at all at first.

Not Enough Room by rubyleehs 2017-05-15T15:39:16Z

I also think the controls feeling sluggish really ruined it for me. It would be a pretty fun fast paced avoider/survival arcade game if the controls were a little more tight, especially the moving left/right on the ground.