Foon → Ludum Dare Explorer → Users → Pedro Romero
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | Guardian Kittens | jam | 984 | 3.00 | 2.87 | 2.83 | 3.32 | 3.53 | 3.21 | 3.05 | 2.92 | |
| 2017 | 39 | Running out of Power | Robot Invaders | jam | 472 | 3.29 | 3.52 | 2.60 | 3.58 | 3.13 | 3.44 | 2.57 | 2.86 |
Pedro Romero leaves an average of 27.5 feedback comments each event.
I love this game. Is a very creative yet simple mechanic, and the level progression is good. The main problems I found is the cord movement (don't match well with the mouse movement) and that the camera can be better (a smash bros-like camera that focus in both the cord and the robot would be great)
Is a nice game. I like the two different weapons but I don't understand why sometimes the gun didn't work. It may be because in my computer the game window has behaved weird and the top half of the screen was cut(I use two screens, so that may have caused some problems)
Excellent job. It's a simple game, but it has been polished a lot. It can easily become into a complete game. I can only critique the camera. It's too low, and force you to make faith leaps very often.
This is a very cinematic game. I like how you use the typical energy mechanic to transmit a sense of nostalgia and melancholy. It may need better level design (each letter is found in the place where the letter was written, for example) because the way it is now all corridors looks the same and is hard to orientate.
I really like the concept of this game. Losing power as the game progress is a great way to use the theme. It isn't the first time I see this concept in the jam, but is the one that best implements it. The whole game have a fell similar to portal and to Tower of heaven. Good job!
At some point, this game becomes pure madness, with hundreds of enemies of bullets. The game controls well and the instructions are clear (although don't explain how to shoot). I feel that the game needs something more. I recommend adding "something" that works better when a lot are together (like grenades).
Is a funny concept, and the idea of the combination attacks that are "procedural generated" is very interesting. I think that the "Sentai Hero" concept match pretty well with the gameplay.
The implementation of the mechanic, however, is lacking. It needs to show more information about everything: the Rangers, the attack, the enemy, the "turn time"... if you fix that details, you would have a good base for an interesting spin in the RPGs.
“Player in the Dark” is a cute little platformer that, despite its cutesy looks, is actually quite challenging.
The mechanic of flashing with the flashlight is a lot of fun to use. From getting the stage to light up to burn down opponents, it is a great tool that makes the game quite unique. The atmosphere of the game is also fantastic, with fantastic sprites and backgrounds and a music that sets the mood perfectly. Also the use of the Thinking Emoji to block the path made me laugh way too much.
The issues I had with the game were the RNG element of some of the challenges (the falling boulders, for example) and the use of Shift as the jumping button. Besides that, this was a great game. Keep it up!
Being your first game, I'm going to obviate the "no animation", "few mechanics" and move to the gameplay.
The game controls well, but the "light stones" appear too scarcely. Usually, you expend more light to find one that the light they give. A more forgiving spawn rate would improve the game a lot.
The game looks great, and the concept is cool.
The problem is that each time you lose you must watch the introduction again. That discourage you from trying.
A very interesting game. A solid concept.
Appart of the "more and different cards" I think that this game needs improvements in two fields: 1. A better UI that highlight better the important stats. 2. List the concrete effect of the cards. The descriptions are funny and add to the mood of the game, but a technical description apart will add a lot.
Great game. Is very challenging to try to optimize the turrets and also collect the fuel at the same time, and is great. The only problems I see are some pacing issues and that is very hard to target (maybe a crosshair will be enough)
“Space Is Dark” starts with a thrilling introduction that sets the mood perfectly. It is a game that took me a bit to understand properly but I was able to manage fine after the first time. I really like the particle effects of both guns and the fast-paced gameplay really wants to make you continue playing. The ship has just the right size, as any bigger would have made the game unnecessarily difficult.
My only issues are just regarding the graphics. Different sprites for the enemies rather than the protagonist with another color would have been better, and the should be an animation for climbing walls.
"S.C.I.A.C.E.” is a fantastic and minimalistic space shooter. While the gameplay based around moving freely to destroy the enemy base rather than just being on-rails is quite admirable for a game like this, what I liked the most was the graphics. The models and textures were very simple, yet they had amazing light effects and explosions made this department very joyful. If this game had more ships to destroy and to pilot, I'd definitely pay for it.
My only complaints are the camera (it gets stuck after using the throttle and the breaks) and the sound (great music and sounds, don't get me wrong, but the volume was quite low by default)
Too fast. Simply, too fast. This game is too fast to understand anything. Both players ended pressing the directions wishing to win. Also, the game starts and ends abruptly, without any kind of pause to get ready.
“Leader” is a very interesting game.
While I thought it was going to be a very complicated simulator about being a president, it turned out to be much more simple than I expected, and that's a plus for me.
What it lacks in graphics and sound is gained via the strategy elements of trying to balance out the 5 elements of the country. Sometimes I felt like some of the elements were lacking in terms of decisions that could help them (sanity and religion), but overall, this is a very fun and addicting game.
Wow, this game looks amazing.
It is also very addictive and controls well. My only suggestion is that the enemies should drop energy when killed. In this version, shooting things is pretty pointless, only reduce your energy (in my opinion, of course).
Great game! I especially like the "level formula" of "fix energy then box puzzle", It makes all levels familiar but allows variations.
It's a good preview of a possibly great game. I think it only needs polish, more levels, and fix the control layout (space to change weapons...)
Your game lacks interactions. Really, the only thing that the player does is charge the spinner at the beginning, after that, you simply sit and wait until the game ends. Not even the upgrade system is "interactive" because you earn enough money to buy all the upgrades all times. The graphics are great, but they don't save the gameplay.
Nice little game. The art style is its strong point, is very unique. The gameplay, however, needs some rework. In my opinion, the characters are too big for the screen and make hard to see what is coming (especially in the fight with the dragon). Also, it would be great if the game was more interactive, a.k.a, the spells affect more things that the npcs, like the crates or houses.
This is a great game, long, with nice visuals and an interesting mechanic. Obviously, it needs more content and polish to be a complete game, but it's perfect for a game jam. Only two complaints: 1. the quick soldiers could be different from the regular ones, like the Koopas in Mario; 2. I feel that the head fall mechanic need a better explanation in-game, maybe with a small cinematic.
The game looks awesome for a game made in 3 days. Really, this game can easily be expanded into a full game. Keeping with the current game, I think that you don't "need" to use all your skills, in fact, you can simply run into the monolith without a single attack. It may be challenges specific for the skills of the character: things to cut, target to be shoot from afar or gasp to dash over.
To my is very hard to control. The ship requires a lot of impulse to slow down. Or maybe it's just me, I suck at Asteroids-like games... 😢
Is a very good game. It looks nice and the controls are great. It may not be very original, but the execution is great.
The main problem with this game is that the ship is much larger and slower than it should. A smaller and quicker ship will control nicer and improve the game a lot.
The game is great. It looks pretty good and is fun to play (but sadly, only for two players). Although, after playing a couple of games, I realize that Buck is much better than Flamby, mostly because Buck is quicker and flamy have the "weird" fire mechanics that are hard to master. Most of the time the Buck player have extinguish all the fire before the Flamy player has any chance to get close to the house.
The idea of the two kinds of jumps is interesting and have possibilities, although it could have been explained better in-game. Also, when you reach certain falling speed, the game start "ignoring" input. that make the already hard jumps almost impossible. Oan one last thing: HUT! HUT! HUT! OUGH!
The game is nice but needs more polish. One point of improvement could be to enlarge the stage. it is too small and it quickly fills with enemies and bullets. Also, I suck at this game, the controls are the opposite than in the binding of Isaac and my muscle memory betrays me 😂
Your game looks incredibly nice, with great models and animations. But, at the same time, is very generic. It doesn't do anything new or special with its mechanics.
Good game. The graphics and music are nice and it controls well. The main problem with this game is that is hard to "tell things apart": the enemy pieces that you need to replenish energy (a better choice than typical "batteries" by the way) are hard to distinguish from the details of the background, and the colliders of the enemies and the lack of feedback of the bullets make difficult to know if you have hit the enemy or not.
Nice little game. Cool enemy design is easy to distinguish the different types and guess their "relative power" As a suggestion, I think that it would work better if the energy automatically recharge the shield, instead of being mapped to a button (unless you implemented the additional structures)
The game is nice. The level design is good with its little secrets and all, and the graphics and music are cool. On the technical side, there are some bugs with the platforms and the gravity is a little too strong for the rest of the movement.
The game is very simple, but it does the level design very well. Each level doesn't just look different, it also feels different (the "rock labyrinth" plays radically different to the underwater one, for example), and some of the also have some "twist" on them (the "space" and "center of the earth" ones)
As a suggestion, it would be interesting if the game has "rope physics". That would give a lot of room to experiment with.
A little, funny game. It controls well, the graphics are nice, catchy (but a little repetitive) music... I think that the main problem is that it doesn't have enough variety and it became boring after a while.
The only thing I can say is: How do I play it? Impressive what you have done with so limited resources, but it needs some explanations.
Funny game. It remembers me to an old French cartoon about the human body. The best part is the graphics: they are awesome. The only problem I see is that it is hard to control, tighter controls or a more forgiving collision would be better.
This game is great. I have mixed feelings because is basically an improved, slightly different version of my own game. The "only consume energy in the dark" is a great idea. The enemies are varied and distinct. The game needed a little more of "juice": the enemies attack lacks "impact".
The game has strong points in the "art side": precious pixel art, good "dynamic" music and a very interesting narrative. But the gameplay doesn't complement well the art: the quick time events don't work very well, especially because they change the button layout, at time without any indication, and the game also has some bugs (I lose in the "dance dance revolution part and the game respawn me in a buggy state)
The game is good, especially the graphics, music and the dialogs. Good job. But the gameplay has some leakings. There are long sections at the end of just waiting, to "test" if the player has collected enough energy, but with charge pod right before, so they are pointless. Also, there is one point at the beginning where you can become stuck and have to restart.
The game is pretty cool. An awesome concept and cool graphics. It needs sounds and music though, but the base is solid. I want to play this game but with more robots with different layout (and maybe a grappling hook, move is hard in this game)
The graphics and music are nice and feels good to control. The problem with this game is that it don't use a lot the "energy" mechanic, it only serves as ammo. Also, the game over message didn't trigger when an enemy killed you.
The idea is nice, and the graphics are good, but the flashlight mechanic doesn't work well. It didn't light almost anything even at max power and most of the time you are jumping in complete darkness. Maybe a solid background will help.
Interesting and atmospheric. The graphics and art style is great, especially the lighting effects. It needs more variety, different creatures with unique powers for example.
Funny short "proof of concept". It needs more content. I like the art style, it remembers me to the old flash games. Also, I think that the mouse wheel will work better to change spells than the numbers.
A funny little game. I could spend hours trying to resist more time. I need a little polish, things like a "last high score" mark that appears in the last best distance or things like that.
The art style is beautiful, and the concept of loss lifetime to use spells is interesting (maybe an additional visual clue, like the beard turning white, would have been nice). There is a problem with the enemy spawn, too quick. They respawn almost at the same time you kill it.
Cool art style and nice concept the "energy stealing" shoot. But the game has an important problem. The movement is very slippery. You can even slip off a platform unless you land in the center. This is problematic, especially for a game where your moves are limited.
The game is good, the controls are nice and some ideas (like the battery thief monsters) are interesting, but it could have been better.
One problem I see is that "buttons" that open the doors are almost identical to the doors, so is hard to identify what is what.
Also, there isn't any way to die in this game, what on the other hand is good because it will be horrible to start again a the labyrinth.
Although the game looks promising, it needs to be balanced better. The beginning of the game is very, very hard, you only have a couple of seconds to 1. build a mine, 2. build a generator and 3. assign miners or you lose. It will be better if the player has a longer reaction time for this part. Maybe if the game starts with a mine/generator ready it will be enough.
LD41 — Combine 2 Incompatible Genres (1)
My little secret (by Rapter and NomadFox) by Rapter 2018-04-24T21:50:46Z ♥ 1
This game is interesting. I'm not fan of dating sims, but I think that the idea is good.