FoonLudum Dare ExplorerUsers → Petzi

Petzi

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMoCmCo
201739Running out of PowerEscape from Powercompo4893.003.053.103.152.952.572.582.63
201636Ancient TechnologyAncient beast 64KBjam
201224EvolutionPromotion Chess (multiplayer)jam2492.241.883.252.291.632.852.0033
201121EscapeEscape from the Wolf Castlecompo3982.362.292.462.862.292.002.112.002
201120It's Dangerous to Go Alone! Take This!Take this! (and everything else)compo763.293.293.294.002.931.713.002.573

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Petzi

LD20 — It's Dangerous to Go Alone! Take This!

The This Quest by Endurion 2011-05-06T17:16:00

Nice job! A map would have been really really useful. I kept getting lost, but it was pretty fun. The hit detection didn't feel right, and the sounds were kind of annoying to tell the truth (also, no sound-disabling option).

I was happy with the ending. I couldn't understand what the chests were for. Is there a way to open them or something? You get extra points in the community section for the level editor. Like you said, it was pretty unoriginal. The graphics aren't too bad.

The Legend of Old Man by eli 2011-05-11T16:06:00

Well it's kind of hard to excuse the terrible dictionary. I like what you did with the theme, and the old man's voice really made me laugh. The timer makes me feel pressured, like I'm going to lose if I don't hurry up, which isn't good. I do understand it's there for people who want to play through it quickly. It's not a bad game, but I can't shake the feeling that at the end of a day it's just a linear platform with a badly "dictionaried" word gimmick. Nice job on the transitions between the cave rooms and the platform segments.

Take this! (and everything else) by Petzi 2011-05-07T13:54:00

Thanks a lot for your feedback and encouragement, everyone! The pacing is a bit hard to balance without having levels or a difficulty setting. I guess I should have slowed down its pace, but I thought players might get bored waiting for the next item to come along (in my opinion, the game is very very easy up until the monkey). Like I expected, I got mixed reactions from players in terms of difficulty. I kept in mind that most people would only play it once, so I tried not to make it too hard, but I'm aware that it gets boring and too easy after you've played it a couple of times. If anyone is curious, I got to around 800 points with 2 lives and then quit out of boredom. Still, I'm happy with the balance.

I'm really sorry about the default Game Maker stuff! I know how terrible they are, I hate to see them in games. Those things were added at the very end when I realized I needed some sort of "Play again?" thing, and a way to save highscores. I was really tired and forgot how bad those things are. Again, sorry. Btw, thanks for your detailed review, you really took the time to look into it!

I'm glad somebody else gets the joke, biggt. Thanks again, everyone!

Ascent of Kings by ladron 2011-05-07T13:30:00

The exclamation point looked too much like a question mark. It was very pretty. The story was nice, the game was fun (although not too original), but there were some problems. The first time I played I got stuck in the door next to the brother who broke his legs. Also, you shouldn't tell the player the boots make him "jump higher" when in fact they give you a double jump. It made me jump against the wall for 5 minutes like a confused idiot. After getting the crown, I went back through the room where the slingshot brother was and the game crashed.

Overall it was fun, but way too short. This was to be expected of course, with the time constraints and all. Very nice work!

Loonadrift by ryantouk 2011-05-15T14:32:00

Pretty fun. It's really hard to actually aim the weapons, so most of the time they just get you killed when you try to use them instead of dodging the enemies. The music and the graphics blend pretty well, but the background is terrible. In the beginning I thought those colored rectangles were solid and avoided them, so you should look into improving that.

The flamethrower was a bit disappointing, I expected the enemies to catch on fire and scream horrifically, in contrast with the cartoon kiddie mood :P

I'm a bit torn in the "Innovation" category. You did make a game about a balloon with guns, but on the other hand it was just a little side-scroller like millions of others. I guess you deserve the credit. Also, shame on you for not posting progress!

A Portrait of my Curious World by Wish I Was an Astronaut 2011-05-10T17:40:00

Really cool! I found it fun and addictive, I kept playing round after round. I wish you'd included a highscore thing so I could see how far I'd gotten. Most of the times I didn't even check the score, I just tapped Enter immediately after dying. The graphics were very nice, I really liked the crayon-ish look. Music was better than no music, but it did get old after a while.

I thought the game was pretty hard, even after playing quite a few types. I think my best score was about 8 weapons. In one of the levels, there's an opening at the top in the middle but no corresponding opening at the bottom, and I got stuck in it, and that's when I quit.

I thought the story was really cool, but I was very disappointed that there was no conclusion to it. There were quite a few choices your character could make, so it was nice to have that freedom. At first I tried not to shoot any of the creatures. Later on I did shoot them but found that it didn't help much. So, was there an ending I didn't reach? I'm guessing not, but I'd certainly play an expanded version of this with a continuation of the story. Congratulations!

Btw, there's a typing error in the 4th or 5th paragraph of the intro. It's "peaceful" and not "peacefull".

Diamond Hollow by arkeus 2011-05-19T20:36:00

That was genuinely lots of fun! I have to say, it's a bit unfair that you accidentally got a popularity boost from having a popular "let's player" play your game: http://www.youtube.com/watch?v=u63smcWLpYQ

Still, the game deserves all it's merit. It was really fun, I played it for quite a while. The graphics were pretty good for a 48 hour game, and so were the sounds. There should be a way to remove the diamonds from the game after you have all the upgrades, since they're so distracting. The whole fast paced run-jump-shoot mechanic worked very well. Excellent job!

Legend of Parasite by Draknek 2011-05-02T17:47:00

It was very pretty, I'll give you that. You kind of drifted from the theme, since the theme is the sentence itself, not the game it's from, and you didn't involve any sort of taking something, or being dangerous to go alone. It was fun (puzzles) and original, but it's a bit painful to have to redo a lot of stuff when you get it wrong. I was pretty happy when I saw what happened when you got hit. Nice work, overall.

This is unrelated, but shouldn't there be a category for technical stuff? Like bugs and such?

Grab a Jetpack or You Will Die by FenrisWolf 2011-05-21T12:55:00

It's a very good concept, but it seems to be glitched. After I landed on a platform and tried to fling the guy, he often activated the jetpack and started flying vertically. It could have been either the game or my mouse, and my mouse has a history of giving me trouble, so maybe it isn't your fault at all. Either way, it was fun. Could definitely be expanded into a more fully-developed game.

LD21 — Escape

The daring escape of ES CAPE; the FABULOUSLY FRESH Luchador by moltanem2000 2011-08-22T23:32:00

I'm going to be honest with you: this awful. It's just whole bunch of boring, linear rooms without any gameplay at all. Your "game" would benefit a lot more from investing in something that's actually playable. I guess the theme interpretation was original, but in all frankness, this just isn't fun at all.

Dark Acre Jack's "Escapology" by Dark Acre Jack 2011-08-22T19:17:00

It's a nice idea, theme-wise. It's pretty fun, despite it's simple gameplay, but it's really short (although pretty much all Ludum Dare games suffer from that). You can replay it, but it gets boring after a few tries. It could really have used difficulty settings and whatnot, for a bigger challenge.

The graphics, being 3D and animated, were obviously pretty elaborate for a 48-hour competition. The Audio was pretty satisfactory. Good work, overall.

The Man Who Sold The World by krangGAMES 2011-08-25T01:24:00

It's a pleasant and calming experience, but I think it relies too much on the story and not enough on the game-play. It's not very challenging, and it's very very linear. It's not really a good idea to make a game that revolves around a story for a 48-hour game, since games usually need to be short, so there's no room/time to elaborate. The graphics and the music were really pleasant, though. And you did manage to keep me playing through the whole thing, so good job. I think you should have made use of those nice platforming mechanics, though.

Foxtrot by Elegwa 2011-09-10T15:52:00

I've nothing to say that other people haven't already... The gameplay's pretty anti-fun since you can't avoid the traps, there are no sounds and the graphics aren't too good, either (I like the fox and the broken fence, though). It's too bad you didn't have time to put the entire farmer chasing element in, and I kind of sympathize with that since I also wanted to add that to my own game but didn't have time. Oh well, good effort.

Terminal escape by ghostonline 2011-08-25T13:26:00

It's not a bad idea, but it's too bugged to be playable. On the second level the guards would pass through locked doors and in level 3 Mr. Green reached the end and then he just stood there and the game didn't move on. And like you said, the guards don't really do anything. It has a lot of potential, but these are critical bugs.

"It's A Bunny Story, Actually..." by Zed 2011-08-26T18:09:00

Good god I'm sick of your voice! At first it was hilarious, but during the cut-scene it was really distracting and I had to turn it off so I could read the text. Even during the levels it got really irritating after the first time. It was nice idea, but it WAY too much. I like the graphics a lot, though.

The game-play wasn't bad, but it was a pretty bland and unoriginal platformer when you look at it. Also, the hitboxes felt pretty strange. The level design was really bland and linear, and every level was pretty much the same (they were harder, but they didn't feel fresh). The boss fights were fun.

Good work overall, but the levels needed some improvement.

Escape Velocity by Mark Ffrench 2011-09-07T15:35:00

I really like the graphics. The gameplay is obviously lacking a lot and it's way too short, but it's still pretty fun.

Enough time for escape by Shigor 2011-08-31T14:34:00

You could have advantage of the graphic style by coloring the more important items (animals, food, water, etc). It's pretty, but there's just too much going on in a very small space (this hasn't got so much to do with the graphics, though. There should be a big space only with trees and rocks and only a few pick-ups, but have 40 different objects on the screen while a lot of them moving around, it just overwhelms the player. You need to introduce things bit by bit. The mixed keyboard-mouse controls aren't very good, either. I recommend using the mouse for attack and picking up stuff, etc.

I don't understand why the Firestarter can be made with 2 small rocks but not 2 big rocks... Also, the game sort of crashed when I tried to make something. Again, the crafting system is kind of confusing, since it's all thrown at you at the same time.

Overall, it has potential but needs a lot of work to be fun.

A memory by maxx 2011-08-29T16:51:00

MSVCP100.dll not found. Also, the Windows link is broken. I'm using Windows XP.

Don't ESCape by Urfoex 2011-09-12T12:19:00

The idea's there, but it feels pretty unplayable. The help said to "use the mouse to move the cursor"... The game doesn't really teach the player, and the first level immediately haves you not only control the ball, but somehow guess that you have to keep the cursor on top of the ball. And before that, you have to guess how to start the damn level, even (nothing tells you to put the cursor on the green square). It has some potential, but it would need a lot of work.

LD24 — Evolution

Monopoly, no not that Monopoly by greg20man 2012-09-05T11:06:00

It's a cool idea, but I really wish there was more strategy to it. The product you choose doesn't really seem to matter, and the winning strategy is to just buy everything as quickly as you can, except for the fountain. The rules aren't very clear, I didn't really understand what the parking space did, or what the lab did, but I assume they give me more money. Later on I noticed there was some sort of sabotage mechanic, but you don't ever need it.

In short, it really needs some more strategic mechanics. And of course, I wish there was sound, but apparently that's a technical flaw. Not a bad for a Ludum Dare entry, most games I've played up 'till now had even less gameplay =P

Darwin's Booby Snatch by Wampus 2012-09-02T21:40:00

The graphics were nice, but it's not really fun. This game needs some actual gameplay. Not much else to say, really.

Castle Defender by Anickyan 2012-09-04T18:36:00

Yeah, this is kind of terrible... The two guns are the same thing, there's no point to the ammo system, and enemies only show up every 5 minutes and are super easy to kill once they do. And yeah, you forgot the theme, which is kind of hilarious.

Bullet Void by Argadonian 2012-09-14T20:48:00

There's a serious bug; I played as a bacteria and after my health reached negative numbers I could just keep on playing. Also, the screen that explains the controls only appears once you beat the first wave, which isn't too useful. The gameplay is pretty repetitive, not gonna lie.

The Long Evolution by Magvaag 2012-09-07T23:53:00

That was pretty fun, even though it got old very quickly. The problem with these games is that the player has no objective besides levelling up. You're levelling up so that you can level up some more afterwards, and it's terribly grindy and repetive. The player should have new tasks to perform, not just spam the spacebar the entire game with different stats. It did help that at different levels certain animal meats/grass either were poisonous or healed you or did nothing; this adds a bit some interest to the game (though it was a bit confusing), but if you plan to develop this post-comp you should definitely look into new abilities, etc.

The graphics were okay, not beautiful but practical. I wish there was some sound, it's almost always better to have bad sounds than no sound at all. Even if they're something awful that you record with a crappy microphone, it's not that easy to make sounds so horrible that it would be better to have none. The game feels very empty without them.

One thing that always annoys me in game is having to use the keyboard for certain tasks and the mouse for others. It's okay to have one hand on my keyboard and the other on my mouse, but having to play with my keyboard and upgrade with my mouse is just poor design. You should either using a keyboard-based menu for upgrading or bind the attack button to the mouse.

It's a simple and solid concept, but not too original and could have been executed better (though this was probably due to time constraints).

Mech Creature by Ramutra 2012-09-08T15:12:00

The camera constantly clipping is really annoying. The graphics are pretty, but the animations seem kind of clunky, though that may have been the camera's fault. I wish you could have included some sound.

The gameplay isn't very good. The first level makes you wait around a lot and it's really frustrating to have to restart from the very beginning. The second finally has some enemies and platforming, but it's terribly done, as the platforming is dull (all you do is climb walls) and you can pretty much ignore all the enemies as long and you make sure to heal whenever you get the chance. And that's as far as I got, after 5 minutes of being lost in the maze. The game up 'till then was pretty boring, at least.

Also, you should teach the player how the game works. I tried bitting that damn worm only to get killed and made to start over. And the wall-climbing mechanic was never explained; I thought it was a wall-jump at first.

Overall it was a good idea, but the execution was kind of bad. I imagine that you probably spent too much time making the engine and the graphics and didn't think the levels through enough.

Bacon Lettuce & Tomato Evolution for the SNES by cdoty 2012-09-01T00:31:00

It's pretty interesting that you decided to make a SNES game but like you said, there isn't much to say about it. It's a very basic, very standard shoot'em up. I really wish there was some impact on gameplay from the evolutions, and that the game became progressively harder. I found it way too easy and got bored quickly, but fortunately SNES9X allows for a fast-forward mode, which provided a fun challenge :P

I imagine the simplicity of it stems from how hard it must be to make a game in assembly.

Our FIRST Game, MiW by JPNETO 2012-08-28T15:14:00

How do I get past the "Level 1 - Creation" screen? Or is the menu really all there is? :P

Kitten Evolution by triplefox 2012-08-29T23:44:00

Well this wasn't made during the 72 hours, so I'm not going to rate it. The game's a lot of fun, though, and it's amazing that you made this in one hour. I only got as far as the Tiger stage, do you need something from an earlier level to beat the obstacle in the second screen?

Btw, it seemed like the game told me I'd found a secret passage or something in one of the plants. Was that just my mind playing tricks on me, or how can I access it?

Also, I found a bug. In the "housecat" stage, if you try to go through the door without knocking down the plants it says you need to "catch the butterflies".

In the end, it's a good game but you should refrain from posting random games you made as Ludum Dare entries. There's already a huge amount of entries that need attention and players, so don't clog up the tubes in the future. It simply isn't the place.

Wisdom by Pluwo4 2012-09-14T16:09:00

The gameplay isn't really evolution themed, it's kind of a generic puzzle-platformer except you slapped some text on to it at the beginning. I like the mixed keyboard-mouse mechanics, but it's kind of short so the mechanics end up not getting explored that much, especially the Pull and Destroy. Also, the energy meter should be more visible, as I only noticed it in the last level. The engine isn't perfect, but it gets the job done (although it was really annoying to kill myself with the blocks while trying to climb). There were also some problems with your English. Overall it was pretty fun.

The graphics are kind of bad, you should have at least tried not making a square character, and added some simple patterns to the blocks. I guess at least they're functional. Sounds are always nice to have.

LD36 — Ancient Technology

Kites by VitasaMode 2016-08-30T13:00:00

25350! The gameplay is really simple and gets boring quickly, but it's clever and does what it's supposed to. it was the story and everything else that completely sold the game for me. The graphics, the music, the whole concept is just so lovely and polished. I really love how there's different kinds of birds and insects which affect the kites' flight!

In short, the gameplay's a bit boring but everything else is perfect!

Caveman In Time by Mine10blox 2016-08-30T14:00:00

It gets boring quickly, but it has nice art and the sounds are really fitting.

Gregos Journey by yotam180 2016-08-30T12:38:00

On the Egypt level, I pressed one of the buttons with the Purple letters on the wall and they sunk into the wall, never to return. Did I break the game?

Ancient beast 64KB by Petzi 2016-09-01T18:20:00

Yup, once you're able to get the word game running, you've won!

Ancient beast 64KB by Petzi 2016-09-04T23:22:00

I'm glad you liked it. The crank is my favorite thing in the whole game ^_^ I made up the crank, but I didn't research, so who knows, maybe there really was a computer like that!

R. Lastey, archaeologist by Aurel Bílý 2016-09-06T23:33:00

Very nice and polished! What can I say? It's really pretty and well executed. It's also fairly easy, which is good because you don't get stuck, but some things are just boring, like the dusting (why can't you hold the mouse down? :< )and the vine cutting.

It's also kind of a mish-mash of already existing puzzles. But it's fun!

The Aztec Ancient Calculator by Xotraz 2016-08-30T16:28:00

Not really a game, but very interesting! I wonder if it would actually come in handy for people studying the Aztecs.

Alien B.C. by kapezit 2016-08-30T13:55:00

Oh my god, I hate this kind of game. But at least it has nice art!

Egyptians Vs Aliens by Charzendat 2016-09-05T23:34:00

Not bad, it's really hard! I managed to reach Sunday, but I was out of resources so it was a massacre. I guess I was overspending on upgrades, but I got too bored of the game to play more than 5 times or so.

There's a few things that are wrong with the game, which I'd like to point out. The first is that you should introduce the aliens and the slaves more slowly, because starting out with 5 kinds of slaves makes it harder to get acquainted with each of them.

Most of the issues are related to the interface:
- Slaves' stats aren't shown in the game's HUD (except for the cost) which is quite frustrating because it means you need to memorize them.
- The slaves' portraits don't change when you can't afford them.
- It's unclear what the relationship is between the number of hearts a slave has in the Upgrade menu and the health bar that appears over them when you're playing, which makes it pretty much impossible to figure out how much an upgrade is worth without a lot of tedious experimenting.
- How much one "power" is worth is also a bit hard to understand. The aliens could have healthbars as well, but it would make the game easier, of course.
- "Slave + heart" is kind of a strange equation, it looks like you're getting an extra slave?
- It's unclear what it means for an archer to lose speed (since he already has 0)

It's a fun little game! The graphics and sound effects are very nice. I'd probably make more of an effort to beat it if I could figure out how much 1 heart is actually worth. In my opinion, it would be better if healthbars were scraped in favor of heart icons and if you could somehow see how much health the aliens have.

Ancient Contraption by theviraldragon 2016-09-06T23:54:00

It's fun, but it's really annoying to have to rotate each stick individually and the nails are hard to get to work. There's also no delete button, which would come in handy, nor a way to move lots of objects at once.

Good idea, but the execution could be better!

LD39 — Running out of Power

Frankenstorm by TerraCottaFrog 2017-08-08T20:16:01Z

The graphics and audio go REALLY well together and are really funny. I love how you even animated the game's title. I wish you didn't have infinite lives, because it kind of removes the purpose of it being challenging, but it's fun anyway (a bit too hard, I think, as the water attacks often seem unavoidable).

It reminds me of an old GameMaker game called Puffy Star Speed, which I'll upload once I reboot Windows. I did find a link to it online, but the site seems really dodgy, so I thought it best not to take chances.

EDIT: Here's a link for Puffy Star Speed. It runs on my machine, hopefully it will run on yours :) I downloaded it from the original source about 10 years ago, so it's certainly safe.

https://app.box.com/s/1ho1yihx4ba2refwjqjuqezjlw8ce14r

SPACEJAMMED by Ava Skoog 2017-08-08T13:58:41Z

What you accomplished in such short time is pretty impressive! The audio, graphic and gameplay go really well together, though I'm sad to say this kind of puzzle simply isn't my cup of tea, because it takes frustratingly long to get each piece where I want it. Great job!

Once Upon a Spaceship by PixzleOne 2017-08-16T17:40:53Z

The avoid-em-up part of the game was okay, but I didn't get the point of the animation with the spaceship flying by or the "spin the wheel to recharge" thing. Did they actually affect gameplay at all?

The graphics weren't bad, though.

Escape from Power by Petzi 2017-08-01T21:19:48Z

Thanks for all your feedback! Man, there sure were a lot of technical problems, though. Funnily, I also got that out-of-nowhere slowness at one point. I don't know what caused it, as it even affected an executable that had no slowness before. But rebooting my computer fixed it, so maybe you can try rebooting.

As for the keys, none of them working is pretty strange. But I've added a configuration file so that you can customize the controls, that should mitigate any problems with non-QWERTY keyboards. I didn't bother to include controller or Wiimote support, but if anyone wants to try it, just let me know and I can add it pretty quickly :)

The game does have sound effects, but no music. Again, I don't know what could've caused them to fail :/ Maybe you hit 'M' accidentaly? I guess it has to do with Game Maker.

Thanks for your support, I'm pretty happy with both the graphics and the red drones. The collision boxes were actually pretty easy, all I did was make the fence hitbox be only on the top and have the objects only hit when the player was on specific segments of the jump. After playing it again, I think the game's pretty cool, it's just that it's too easy for most Ludum Dare participants.

Escape from Power by Petzi 2017-08-17T21:41:40Z

@tjakka5 Thanks for your detailed response! I agree that the jumping sound effect is annoying, I should've worked a bit harder to find a better one. As for the QWERTZ problem, you can use the Customizable Controls feature I added, just follow the instructions in the Readme :)

@gonutz Strange, Game Maker games should work on 32 bit machines, from what I researched. Could you post the error you're getting?

Escape from Power by Petzi 2017-08-18T16:55:59Z

@gonutz Maybe try running it as administrator, or in compatibility mode?

@jondalnas I definitely agree, it could be a pretty good game with enough variety :)

Escape from Power by Petzi 2017-08-20T21:49:49Z

@doorless Did you show you any kind of error when it crashed?

Thaka hu' a by Kirill Nepomnyaschiy 2017-07-31T16:57:29Z

What can I say? It feels very unfinished. There's no goal, it seems, just some bare mechanics to play around with. You could at least have written a bit about what your idea was! The graphics blend very well together, though.

Don't run out of Power by KennysPineapple 2017-08-17T23:44:12Z

Wow, I really like it! The graphics/interface should use some improvements:

- Everything is very grey and dull - There should be some indication of whether a turret is turned on or off - You should use Left Button Pressed to shoot. I would often shoot accidentally - There should be some indication of when energy is being spent. A little red "-10" should appear, slowly fly up and fade out whenever you shoot manually and the same kind of indication should appear when enemies hit you or turrets spend energy. Alternatively, you could include this information in the instructions, because I had to do some experimenting to figure out how much each thing spent. - The graphics could be prettier, in general. The background doesn't seem to make much sense and the amount of pixelization varies wildly. - The timer should be in seconds instead of steps :)

I think the key-pressing to generate batteries may be a bit broken, because I mashed all the keys instead of actually looking to see which was the correct one, but I'm not entirely sure my method was faster. Still, it was a lot of fun! It's a simple idea that works really well. I think you should wait a bit more before the enemies start coming, so players get used to the controls. And some sort of difficulty progression would also be nice, as the game is a bit hard (I beat it after a few tries, though).

Discharged Automaton by Serval Games 2017-08-09T19:26:20Z

Wow, the game surprised me! I was expecting it to be really bland, and the platforming kind of met that expectation, but the way the story developed was a very nice feature. It seemed like there were even multiple paths?

I have some Game Maker tips for you:

- Use 60 as your Room Speed instead of the default 30, it makes the game run much smoother. This will probably mess up your objects' speeds, but there's a trick to prevent that. Whenever you define a speed or a time in your game, write the time you want *room_speed, so it will always multiply. That way, you can change the Room Speed at your leisure, without having to worry about the whole game speeding up. - You seem to be setting the player's speed to 0 when landing, but you should only set their vspeed to 0, so that they keep their horizontal speed. - Turn off precise collision in each sprite's menu. Use rectangular hitboxes, they are much easier to handle and will help prevent your character from standing on their chin, going into the walls, etc. - Make your character's jump height vary, it makes the platforming much more interesting. It seems to me like you gave your player object gravity and upward velocity when they jump. It's unnatural, but in most platformers the player with move upward with constant speed until the player lets go of the jump button OR they reach their maximum jump height. Once one of those two things happen, the player either gets a constant downward velocity or gets some gravity, or mixture of the two. - It's really easy to glitch the player's sprite to they walk backward or walk without playing their animation, and it's fairly easy to fix if you write down the logic on paper before coding it. You should also freeze their animation when they're in the air. It's a small touch, but it makes the game a lot more professional. - Your levels could use a bit less blandness. Maybe add some more vertical levels, make more patterns like the ones in the last levels, more enemies, etc

Good job!

RESISTANCE by azlen 2017-08-18T00:30:57Z

Hahah I like the way you presented the game. It's indeed very broken. I feel like the time you spent on the dungeon generation was kind of ill-spent, as it would be better to have a single, fixed, playable level than having infinite levels that you can't play :P

Anyway, the graphics and audio go really well together and the game looks great, so I really hope you do a post-comp version with something actual gameplay.

The Last Stand by TeamMonumental 2017-08-18T00:11:05Z

I think I found a few bugs:

- You can press the "start round" button several times - You can shoot while reloading

I think it's pretty fun! Very simple, yet effective. The graphics look pretty good, although I think that huge text telling you to read the instructions could've been scratched.

Night Creep by thefudster 2017-08-16T19:00:50Z

There are few interface problems:

- It should be easier to control the game's speed. I want it to be as slow as possible as soon as the dawn comes, and it's annoying to have to click the speed button so many times, wasting precious time. There should also be a pause button, since you can pause teh game anyway by pressing the "Shop" button. - The shop should be a separate window. You can easily fit all the building icons in the game screen. - The upgrade button doesn't seem to do anything, so you should just remove it. - There should be a timer indicating how much longer the day or night will last. - The game could tell us how much the energy bar will fill during the day and how long it will last during the night. It just feels like I should have that information.

On top of that, the game seems waaaaaaaaaay too hard. I played it like 6 times and the best I got was 5 days. I don't understand how the game decides how many enemies to spawn, which means I can't even predict what I'll going to need for the next night.

I do like the simplistic graphics, and the idea is cool. With some balacing, it could be pretty fun! As it is, it's interesting but kind of frustrating.

Defend Home: Mars by sgt3v 2017-08-09T18:38:29Z

It's a pretty boring game, I'm afraid, at least for someone who's played a few shooters, like me. I have some ideas to make it more fun:

- Difficulty progression, so enemies become faster, spawn more frequently and vary in behaviour (some of them could target the player instead of the generators) - Make enemies spawn all around the base, instead of just those few predefined spots (maybe simply add more spawn points) - Give the player a jetpack with limited control and fuel (having it recharge over time would be the easiest way to balance it, but fuel drops might be more interesting). A high double or triple jump might also work. - Make bullets spray randomly a bit, so the weapon isn't 100% accurate. I always killed the ants easily, regardless of how far away they were. - Don't let the player pick up items if it's going to be wasted.

Technically, it seems to be very well executed, though! The graphics aren't so bad. Making an FPS in 48 hours doesn't seem easy at all. With a bit more focus on the design, it could be pretty addictive.

The Lunar Invasion by MCjammydodger 2017-08-01T23:39:44Z

Wow it's really good! I played about 6 times and beat it. I thought the meteors were kind of unfair, but then I realized I had to buy the forcefield to counter them. My main complaint is the mouse sensitivity.

I found it really funny that the base in 3D and first-person while the main game was a programmer art sidescroller. Great work!

Crystal Rush by jakylgamer 2017-07-31T20:30:09Z

I had a lot of fun :D I like the way the game progresses, as you figure out the mechanics and so on. My only complaints are with the controls. The very first jump was really precise, and there were a few more like that. I also dislike that you can't aim upward next to a ladder. But otherwise, very entertaining!

Flying Aces - Going the distance! by jotson 2017-08-09T22:40:07Z

Like you said, it's too easy. It looks really nice, though! I found it a bit weird that the objective is to maximize your distance when in fact the distance is always going up, even when the plane goes backward :P

THIRST by Togis 2017-08-09T18:19:03Z

It's pretty interesting, but I was a bit confused because sometimes pieces didn't seem to connect when they should. I also wasn't sure how the radar works, is it based on your direction or on your position?

As some people have pointed out, it's a bit too luck-based. But fun, nonetheless, it's a shame I couldn't get past the first level :P

On Demand: Power by Remus 2017-07-31T17:00:17Z

Good work. I wish guns had their Damage per Second written along with their other stats. I REALLY wish the enemies would come to you, because I found the game to be really boring because I spent most of my time wandering trying to find them so I could actually play. Oh, I also think you could've gone for a different camera angle, as full top-down is pretty boring.

Escape The Power by Fawaz.Strawberry 2017-08-02T00:32:55Z

Hahah, the game was pretty funny. I didn't really like the tank controls, I thought they were a bit too sensitive. The music is okay, but some sound effects would've made it better. The graphics were pretty ugly, but they served their purpose. I had fun!

Running out of robots by Offz 2017-08-09T22:31:19Z

Sorry, but I had a very hard time playing your game, it's really confusing. Here are some questions that come to mind:

- What is the point of moving the captain at all? - How do you generate power for the ship? Does each work station have a different function? - How are you supposed to play the minigame? Do you just click on every square? It doesn't make any sense to have green turn to red to indicate success! I played it a few times and the icon didn't change, does that mean I failed?

And some observations:

- It's confusing to use the left mouse button for some things and the right button for other things. You should simply use the left button to do things and the right button to cancel whatever you've selected. - It's hard to tell what's selected, the green tint could be a bit more obvious. - It's not easy to tell what each station icon means. - The word "charge" is used for a number of things and it can get confusing. Robots can charge entertainment stations so they get charged or they can charge work stations to charge the ship, but the ship's charge can also be used to charge the robots themselves. See what I mean? - I'm guessing the robots are actually lazy monkeys in space suits because, first, they're so lazy they decide where they want to go and don't go there until you tell them to and, secondly, they need to be convinced to follow your orders.

But my biggest question is this: What's supposed to be the point of the game? Is the challenge to simply send the robots where they want to go? Clearly not, because you have a tool to change their minds. But then, what should you change their minds to? I guess you should send them to be charged when they're low on battery and make them work when they're full of energy. But you can also charge them by consuming your ship's energy. Or maybe I can just let them die?

I felt disoriented, I couldn't even figure out what my goal was, much less how and when to use my tools. Another problem is that the minigame feels out of place. If it's supposed to be a fast-paced management game, why does time stop every few seconds so I can solve a puzzle? That suggests to me that the wrench tool is supposed to be used rarely (which I don't think is true), but even then it's a huge break of pace. It reminds me of one of the developers of Diablo mentioning in a talk that playtesters wanted food and cooking to be in game. It's completely out of the focus.

Sorry for my harsh criticism, but playing this didn't feel fun because I couldn't understand the game, even after reading that carefully illustrated tutorial. I think half the problems are in the gameplay design and half in the interface. At least the graphics aren't bad!

Chase by Kuz 2017-08-18T00:21:16Z

It's a nice little game. It has kind of a design problem, which is that you really need to pick up lots of fuel tanks right at the beginning and hoard them until the end, because it becomes almost impossible to grab them half-way through. Maybe have a different method for grabbing the fuel?

The graphics are quite functional, though a nice skybox and less fog would make it look much better.

It was fun :)

Broken Shuttle by Nyri0 2017-08-09T23:27:10Z

Not bad! The graphics are really nice and I think the simple mechanic is elegant, though I didn't like the dialogues because they felt very tasteless and pointless. I also feel that the gameplay somehow off.

I think the problem is that it feels too luck-based. I didn't spend that much time thinking about how the different objects could affect my course, but rather trying very very slight variations of the last thing I tried, until I somehow got it right. I think this is because the ship's control is too minute, so it's more of a precision game than a puzzle game.

The level with the moving planets is a bit better because it does seem that you have to think logically. But it's still plagued by the ship's sensitive controls: it should be more obvious that you're failing because you're not following the right strategy, instead of feeling that it's because you didn't control the ship correctly. So the solution is to make the ship easier to control, more predictable.

Ultimately, in it's current form it's not that much fun, at least for me. It didn't feel like a puzzle game that I was beating with my wits and learning with each level, and it didn't feel like a dexterity game where I learn to control the ship with each level. It just felt like, in each level, I had to start trying things out and hope for the best, and nothing from the previous levels helped me.

Man, maybe I wrote too much. I hope what I said makes sense!

ULTIMATE PROSELYTISM & MIRACLES SIMULATOR 2017: THE MOVIE THE GAME by Reuh 2017-08-17T21:36:29Z

It has a bit of polish to it, which is great, but ultimately I didn't like it. A large section of the game is about waiting, clicking an icon and then waiting some more. I know some people find that incredibly addictive, but I'm pretty sure to be effective it should give you rewards more quickly. On top of that, the platforming is incredibly bland and frustrating, so there goes all of the gameplay. Add some ugly graphics and a boring story that was written along as the programmer created the cutscene and what you get is not a very good game.

Like I said, there's some polish to it. The intro is pretty complex by Ludum Dare standards, but sadly I didn't find the story even entertaining. I'm guessing you trying to make a game that's "so bad it's good", but I'm afraid I just didn't find it funny at all :( Maybe the problem is that it shows you weren't trying to do something serious, "so bad it's good" works much better when you feel that the author genuinely tried to make something good.

Dorgus Needs Power! by WillData 2017-08-08T18:32:04Z

It's a cool idea, but kind of frustrating because you need to be very quick to grab the energy, yet your character is extremely slow and the guy's recoil is huge. On top of that, it's really easy for the movement to glitch out, making the character slide on the floor infinitely.

It's still fun, but it's otherwise well made, and it would be really enjoyable if it weren't for those movement quirks.

The Will to Live (a game about willpower) by twainwright 2017-08-09T00:21:53Z

Wow, I really liked it! It sets the mood very nicely, and it's a lot of fun. I like how each stat behaves differently and little story elements affect the gameplay from time to time. I died the first two times because I ate the coconut. There are few things I'd like to point out:

- There are a lot of misspelled words - Talking to the coconut friend doesn't take up an action, is that on purpose? - The end of the game is a bit awkward: dying resets it, but it seems to be glitched, as the stats don't show up. And when you win, the dialogue box tells you that you were reunited with your family and then it disappears, leaving you with the stats and the image of the island with no way to progress. I guess you didn't have time to finish it up, as it's a pretty minor issue. - I wish there were a stormy background, too ;) - It would make the stats easier to read if you had a transparent rectangle behind them, or something.

But yeah, I think it's my favorite game of the event, so far. Good work!