Foon → Ludum Dare Explorer → Users → pandan
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2019 | 45 | Start with nothing | Garden Circuit | compo | 8 | 4.17 | 4.01 | 3.42 | 3.46 | 4.32 | 3.37 | 3.82 | ||
| 2019 | 44 | Your life is currency | Hollow Priest | compo | 53 | 3.85 | 3.92 | 3.33 | 4.09 | 3.88 | 3.50 | |||
| 2018 | 43 | Sacrifices must be made | Expendibots | compo | 93 | 3.75 | 3.66 | 3.82 | 3.90 | 3.90 | 3.17 | 2.88 | 3.20 |
I will try not to repeat what has already been said.
I liked your game a lot! So while the following might sound negative, it's actually more constructive. (At least I'm trying to be)
*Here are some things I liked*
- Graphics were nice, maybe could have benefited from a shader for shadows. - The ambition, the large levels. - Shooting felt good, charge shots were fun. - Grapple beam was ambitious, and felt good when it was used.
*Things I didn't like*
- People who havent played Metroid Prime aren't going to know you have to use Charge Shots to open the Purple Doors. - The jumping felt terrible, didn't feel like gravity. When you reached the peak of your jump, you sank instantly. *i feel like the glide was to make jumping bearable* - The enemies were just really dumb, and never posed a threat. They have such a small radius of engagement. - No landmarks, you could get lost in the levels really easily. Lighting + some distinguishable rooms would have helped. different colors for the walls would have worked. - Bombs felt like the easiest thing to sacrifice, because of how terrible they were. - Grapple beam also felt easy to sacrifice, because there so few places you could use it.
***Summary***
I felt like you might have tried to invoke Metroid Prime a bit too much here, the ambition of the game is so high, because of that you had to sacrifice (no pun intended) some features that make the games fun. The lack of map awareness makes navigation difficult, and after you kill the enemies, remembering which room lead to where was near impossible.
All of that being said, I enjoyed it, and the idea of sacrificing powerups and navigating without them is a good idea. Although the sacrifice was never felt too much because each room could be navigated with double jump alone.
The ending is slightly anti-climatic.. I grabbed the scalpel, is it possible to fail without it? Anyways! I love the text-adventure nature of this, and the mood is scary.
nice work!
Wow! I really liked this one! i got to round 6, when 3 bombarians spawned right on me at the beginning and killed me.. Lol.
Things I loved;
- The music (although it is just an undertale remix, i think music like that would fit this game. - The particles and art are really visually pleasing, gives off a Cyberpunk/Vaporwave feel. - The upgrade/sacrifice mechanic was really good idea.
Here's some feedback!
- Movement feeds a bit stiff, Controller support or smoother diagonal movement would be great. - The camera feels restrictive, it should show the closest enemies and you in the same frame. - Some of the upgrades are just obviously the better choices. - My shields weren't generating? not sure if that was a bug or if i missed something.
- The enemies should not spawn at the exact moment the wave starts. (like how i died to 3 bombarians instantly on wave 6 :stuck_out_tongue_winking_eye:
well, i found the perfect submission. This excels in EVERY Category! I would be stunned if you didn't get high ranks for this one.
I found a bug with the Warren card.. Makes it very easy ;) If you click the warren (even if you don't have the sacrifice to play it) and then press S to go back to your hand, you will still get the rabbits. EDIT: realized im not the first to find this
Was showing this game to my dad, and we ran into that warren bug :( You should totally hot fix that :D
I wanted to say this was PERFECT, but that level is way too long! The art is fantastic, the sound is cute, and the theme fits really well!! :sheep:
If I made one change, i'd make the level way shorter. And split what you had into other levels. The UI and gameplay are great. it's just the length.
It's super cool! I'm amazed you got such wonderful art done within the 48 hours!~
I like the concept of escorting the big yellow tank to the end. But the instructions were not clear, it took me several attempts to figure out the controls, and what I was supposed to do. *(even after reading your instructions here)
This could have benefited greatly from a instructions screen, or small tutorial. Other than that, I think you have a good idea. You should develop this post-jam! :smile:
https://i.imgur.com/G3WkOyW.png haah very nice game. I think it suffers from some minor balancing issues that playtesting could help. Later rooms were way easier than early ones, often you could just speed through them.
The flashing on death hurt my eyes D:
Seems some what aimless? not sure what im doing right or wrong. Your ambition is really high for a game jam! The scale of the game might have been its downside
Really goofy game, gachiBASS, nice work haha
Im a sucker for the monoChrome graphics like Undertale has. THe sounds when the chickens move is really nice, and the droplets of water make great ambiance. I got stuck, but i played it for a couple minutes and loved it. <3 2018-12-02_19-58-09.gif
Such a great take on the Theme! I hope in the post-jam version you can click the minimap to jump the camera around. :v:
@eric-smith haha yeah i linked @candlesan to your game! Really crazy how two similar ideas were formed under this theme! Both of your guys' fire fighting games are great <3
pretty good, the early levels seemed to be too similar. I didn't finish it, a very content rich Jam game! nice work.
As some others have pointed out, you can simply take the "safe route" and build a bridge out of a bunch of people.
The levels need a golf like scoring system, where less sacrificed is better. It got kinda tedious, the but idea and execution are solid.
Having the iceblocks locked to a grid was kinda annoying, but I understand it might have been a limitation of the engine.
I love the idea of it, but those controls are awful. That could have been focused on and the rest would have fallen into place.
pretty much requires a mechanical keyboard or a keyboard with N-key rollover
The mesh collider was kinda annoying, but I love the concept! That secret skip you put on level 2 was fun too :spy: (treetop skip)
@tomcat94 yes the turning into stone would have been better! I was just about to suggest that too :P
5/5. You obviously put your heart into this. I love it <3 I did a similar concept of controlling multiple characters at once.
"try not to sacrifice them!" a sort of hamfisted way of fitting it in the theme, it but okay haha.
I love the graphics, and the puzzle nature of the game! Nice work. If you wanted to push the theme a bit more, and gave a use to the multiple creatures you have per-level. You could make the Launch button spit all of them out at once. each time one of them hit a trampoline, it could rotate randomly. And you'd have to readjust their rotations before the next creature hit.
Then the objective would be to keep as many alive as possible.
nice work
I like it! Although I don't understand what the polish button does? Or is that the joke? haha nice meta game!
@darylsteak hey man i know what "polish" means in devving terms. haha I guess what I meant is the polish button wasn't functioning.
I was ready to give up after 5 tries. But I finally plugged the volcano. I determined the rate at which Houses spawn humans is random. And you can potentially get screwed. (correct me if im wrong)
I love the concept, but the spawn rate of houses can potentially kill an attempt. <3
Is there a video of this being played? It could help people rate it who don't have 4 controllers. (And 4 people)
5/5 mood. I love the premise! The audio warning was nice too, i made sure to lower that volume haha. I'd love to see this be longer with more gameplay.
It's pretty good! Once i figured out the optimal amount of coinage to sacrifice haha. The sound effects are great and funny!
Needs a web version. Spent the most amount of time waiting, and trying to "cheese" the game, killing enemies off screen, etc. Needs some more TLC on level design.
nice game! The only thing I didn't like was the background being so similar in color to the foreground. My first exposure to the game, i thought the fire was bad and was jumping over them! Lol
its very WarioWare, and that's a good thing!! haha i LOVE this one, the theme & graphics are on point :ok_hand:
Since you're using Unity, you should upload a WebGL build!
really nice idea! My entry also has you controlling multiple characters! Only thing I didn't like about your game was the lack of camera control.
the concept of using your own health to resurrect the other ones to fight for you is a great idea! The only thing I didn't like about it was the PC controls, but then i realized I should be using a controller anyways! So i did.
Your and my entry are some of the few entries with controller support :wink:
@itsjustjord It does! If you're using google chrome Or Firefox it should work just fine out-of-the-box!
@itsjustjord it's a web build. You need to click this link: https://pandan.itch.io/ludum-dare-43-compo The source is for the Unity files. There is no Desktop version. EDIT: I realized the dropbox link was incorrectly labeled.
I will submit a desktop build for those having trouble
Windows build submitted.
@sthor726 The camera was the biggest struggle for me haha. I'd recommend a controller as it makes the camera controls a bit more bearable.. My apologies <3
For those having camera issues, I HIGHLY recommend a controller if you have one. Any Xinput controller works. For those without, the fullscreen button makes the mouse controls a bit better.
@nakami I think 3 bots is the highest score possible haha. My level art was closer to the solid colors of the bots, toward the end I leaned toward materials. I wanted it to feel like you were a tiny robot in a human world.
@carlpilot There needs to be a "kill bot further from the group" button. Totally agree, also the camera really sucks.
@virtual-turtle-studio It could benefit from checkpoints for sure lol. Thanks for the comments!
@binarylynx do you mean this game?https://en.wikipedia.org/wiki/Swarm_(2011_video_game) Thank you for the comments :)
@dundundun I'm getting a hotfix for camera lock. I should have done it sooner, i had work all day D:
@adroitconceptions @dundundun Both builds now have Cursor Lock when you click the mouse in the client! Sorry about that <3
@rsim might be a Chrome on windows specific issue then! Thanks for the feedback!
@toast-toaster haha thanks for the followup! :heart:
@mtanton im glad to hear you used a controller! It's way better! The PC controls were kinda necessary as most people dont have one, that said they suffered because I focused on controller stuff :stuck_out_tongue_winking_eye:
@der-finski most of it is baked lighting! I saw a lot of HTML5/WebGL builds not taking advantage of this :spy:
@rektorgladowski congrats!!!
@conrad123 im glad you kept trying! I agree with the checkpoints suggestion. That, or at least better difficulty curves. The hardest level is in the middle (the yellow door w/ the button).
Part of the puzzle is lining them up, but I wouldn't be opposed to having a mechanic, or button in the game world that at least gathers all your bots onto one point.
@blackshadow1games thanks!! i made the music in under an hour in a program ive never used before, so im glad you like it XD
@benburgh totally understand the frustrating nature of the camera. The sacrifice theme is a bit different depending on how you interpret it. Thanks for the feedback!
@anonymous Yep, the camera controls are a common fault. If/when I continue working on this that's my highest priority.
@cerno-b in hindsight, a jumping puzzle at the end is too cruel. Lol. Thanks for the feedback. Camera control is the most obvious flaw here and I need to focus on that.
@mrleeperry I saw yours as well! Nice work!
@ivan-garcia-filho i agree, the camera is a common issue in the feedback. The game plays way better with a controller, but thanks for your input!
@wolar Thanks for the feedback. I think a more "directed" camera would help a lot of the problems.
@rodrigo-denubila Thank you!!!
@ethan-kennerly The game could use a mini-map or something to help understand where the bots are. Thanks for the feedback!
@levidsmith The main challenge was in controlling multiple bots at once. Having a button or something that could line them up would help too. Maybe if i continue to develop the game I can introduce powers to control the "swarm" Thanks for the feedback!
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nice game, creative puzzles. would be cool to develop into a bigger project with more levels. But you did a nice job for the time you had.
the tech is really nice! Although having Cntrl being one of the shooting keybinds and W to move.. Well that closes the tab in most browsers.. lol Great game! (im aware you can shoot with the mouse)
I love the theme usage, and the humor! Here are my criticisms;
It doesnt seem finished? I repeatedly ended days with 0 sacrifices and never died of hunger. It just stayed red the whole time? I managed to find a funny glitch with the sheep level, if you sacrifice them facing their backs, their collider will tilt during their animation, Launching you accross the map!
Also, these WebGL builds are in dire need of baked lighting! The farmer's flashlights were also not working in the webGL version, making it harder to tell where they were facing.
I couldn't get past turn 1. Idk if the build you uploaded for windows is bugged or not? I love the idea of it.
you should finish it for the Jam deadline if possible!
I absolutely love this one! It's such a mindtrick what you have going on! Although I will say, i figured out it was easier to only look at the minimap by the 2nd level :stuck_out_tongue: no clue how you did made these levels!
As others have said, i'd love to attack faster. Also what's stopping the player from just sitting in the Circle that gives you more? There's no incentive to wander off.
THAT SAID, i like the concept, and I think you should make a Jam version too with some adjustments! <3
very stylish! The undertale music was a turn off though, so many jam entries are using tracks from undertale.
really fun, if you wanted better webGL performance you need to bake that lighting!!!
firefox_2018-12-02_18-57-10.png got stuck at this part
I love the game! only thing i didn't like was the controls, but i got used to them after awhile <3
firefox_2019-05-07_11-12-14.png
Wooo!
I guess my only comments are the "compo version" isnt really in the spirit of the compo since it was more than 1 person involved..
But I will grade based on Jam entry guidelines as it was submitted as such~ Really really nice & polished experience! The Art & Audio were fantastic! The storytelling was wonderful. I love this entry!
grats on #1 humor!
Super original concept here, I haven't seen a game like this yet. If I were to provide one suggestion, it would be awesome if we could just select which interpolation curve we wanted, instead of having to cycle through them. Photoshop_2019-04-29_11-39-07.png (mocked up)
level of polish is very impressive But the game is sorta boring without the extra powerups & auto clicking upgrades that other clickers have. Graphics are super cute too!
The puking cat sprite had me laughing! LOL Nice job!
firefox_2019-05-04_13-27-12.png i got up there at least!~ Got stuck on level 15
I think it's very well polished game! It doesn't fit the theme in my opinion, but everything else was a superb effort!
Presentation & story telling are top notch! Really sells the theme
Some minor UX flaws, but I like the concept. The shop should remind you that hitting spacebar also leaves the shop.. haha I like the idea of growing stronger over time, and it gets easier to get oil the more upgrades you have. Etc, like a snowball effect.
Reminds me of wario ware! i love this
As simple as it is, I love this one.
2 gripes:
1) If this game had a tad more animation, I think it would be so much stronger.
2) I think the Instructions for each event should show before each event. (On your first time playing)
And yes I know they're at the main menu :stuck_out_tongue: Nice work!!
that art style looks fantastic! bookmarking this one for review.
Link says HTML5(web) but its only the windows build?
Nah I don't need them! I'll download your game when i get to my home pc <3 I'd highly recommend getting a WebGL build out there! increases your games exposure 10 fold!
Really polished submission! that sound design is really good. Grats to you all.
I think it fits the theme quite well! Waiting for the final door to open was kinda annoying, it lasted a tad too long :stuck_out_tongue:
Having each puzzle require the exact amount of energy available was hard, would be nice if there was a tad leeway, or at least a more concise representation of how much energy you had. (in a number or percentage)
very nice entry overall
Trying my darn hardest to get a WebGL/HTML build up for you all. I know it makes it 100x easier to play. In the meantime I will record a video. EDIT: WebGL version is up!
Also don't hold back any criticisms about the game. I allowed anonymous reviewing as well if you prefer.
@andidebob Thanks! I feel the same way, i spent so long creating the core mechanics I forgot to make levels to challenge them! Haha.
If I had to do it over again, I would make a series of rooms enclosed that require health to exit. And entering a room would re-lock the door behind it.
I think I started having so much fun with the 'rocket jump' that I lost my focus.
Thanks all!! The decaying hand was my favorite take-away from this project. <3
@oivin-f oh dang, was it the WebGL or Windows version?
The tutorial popping up every time you died was almost experience ruining for me
really fun once I figured out the best way to ration my blood. amassed a large army of zombies! very nice intro sequence with the photographs.
I like the FPS entries I've seen so far! simple game but nice entry
I gave it ratings that I felt I had the right to, 5/5 innovation obviously! Great idea, I wish i had friends to play this with.
Some of the deaths were kinda silly, but I loved this game. Really nice work, and how it's running on actual hardware is great
i actually found this via itch.io and had to track you down here (put the LD link in your itch game page!)
very fun, good concept. I didn't complete it, but i got a fair bit of furniture in my apartment. :)
I have to second that suggestion from MaggardJosh, multiple entry points would have made this so much better. Also the lady chases you into your apartment? not sure if thats intended, makes for easy gameovers. (Also she can get stuck, but im sure you knew that)
<3
firefox_2019-10-09_12-03-56.png
the camera was tough in that boss fight, it can get pretty far from you in some cases. game is super spooky and charming, nice work you two
gotta love a classic block puzzler, reminds me of Chips Challenge meets Baba is you. HUGE props for using your own engine.
Feels like a legit NES game that could have come out. Very high quality assets and presentation! Its very difficult though, i wish it was a tad more forgiving so I could see the end. (i could just be awful that is possible)
excellent entry
firefox_WxBwEneACd.png world first!
:)
nice game! my only real criticism is that I didn't really know what the Altar did, i had to replay up to that part to understand it. (Turns out it was because I placed it in a crummy spot) Screenshot shows my final map
Fun game! both our games are about resource management!
having to swing the mouse felt awkward The art is very nice, and i like the premise of crafting. I think the UI needed more love, still not sure what Place does? I had enough for the staff and it wouldn't let me craft it?
overall very nice entry, but the crafting confused me
Music and graphics are very nice, reminds me of stick RPG where you progress through the various jobs.
Only crit is that each time you made a pizza or took out the trash, it could have been a new Trash can or new obstacles each time
Played it, i love the art & the idea you have going for it. If you have time, might i suggest making the timer a bit slower? The "48 hours" goes by really fast and most players probably wont get to see most of the upgrades.
Thanks for posting <3
It's good! fully transparent here I didn't want to start over after dying "You have become too unstable" I was able to get my sight, shooting, black hole thing, and ability to speak to the others...
I got lost and couldn't figure out what to do next, and i walked into a room with basically thousands of those enemies in it at once.
Very nice use of theme, and the gameplay is solid! If the sight radius was a bit bigger I think I would have avoided that room.
You guys are in desperate need of gameplay screenshots and pictures for your Itch.io page and here! Seriously! Great work
best Jam entry IMO Absolutely stunning. I just now saw what you wrote about the shader, my 1080 was chugging fans full speed haha Amazing entry.
HTML5 Version added last minute Lol. Enjoy~ (desktop Windows version looks prettier)
EDIT: web version removed, too many people are experiencing this Cactus bug on the HTML5 version.
@emmyoop the webversion is sorta experimental, im sorry this happened! What browser were you using? Ive had success with Firefox, Chrome, and Safari
@emmyoop Seems like it runs better on Safari on this mac here, i think Chrome for mac has a compatibility issue. Thanks for the reply :v: Was able to replicate this, real shame.
EDIT: Removed web version.
@candlesan Thank you! That palm tree ended up being a very tricky 'gate' for me to design, and I've learned a lot from that. Haha
I think in the future, i should put an already fallen palm tree down that the player walks over. To communicate that they can do that. :spy:
I did what i could with the theme, i certainly understand your point though
@room606 the palm tree bridge is indeed intentional! I was going to have it fall on harvest, but decided automatic was better (at the time)
in hindsight making it fall on harvest would have been smarter!
@elysiagriffin thank you for playing it on stream! It's a shame I had the web version up when you played it, as you experienced the rare bug :(
Thanks for the kind words
I wont repeat what's been said but, i was definitely taken aback by finding the door so quickly on the second level for it to be the "END"
The art is fantastic, presentation, story, etc. I suppose what Artyom said is the most true. the ambition was really high and the 72 hours is just not enough.
nice entry, i wish you all the best!
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I thought i knew the rules, i thought i was clever, then i got here Lol
very nice puzzler
@soonthespoon It's not a compo entry so any code base is allowed, and source isn't required