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peyj

Games

YearLDThemeGameDivisionRankOvFuInThGrMoCo
201534Two Button Controls / Growingbullet hell web game thingy (but really, it's a pretty ok game)compo4013.333.583.214.252.732.5330

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Mood vs Overall

Comments by peyj

LD34 — Two Button Controls / Growing

Shot Snap by DomNomNom 2015-12-13T23:22:00

This is such a cool idea! I would still say, that this is a kind of loose interpretation of the theme, but I'll shut my mouth, because that doesn't matter that much.

Anyway, I really liked playing it. I also think it would have been interesting to see some different pictures, maybe some more colors. The animated texture at the end was already pretty amazing, now I can't stop imagining this in crazy psychedelic mode, or with lots of moving parts in the level.

A Unidirectionnal Game by mat1er 2015-12-14T16:21:00

When I load the gmk into GameMaker Studio it does not work ( probably because it didn't port well from gm8). So if I were you I would export it as exe and reupload it (Ports are allowed even after the dead line) like others have said.

Space Adventure 2000 by Anti 2015-12-14T16:33:00

Definitely fun, also a little bit addictiong, nothing new, but with more levels and visual polish this could be a neat little game.

Super Stones by lebrokholic 2015-12-16T10:02:00

A very complete game for 72 hours, especially the visuals seem pretty polished, the 3d-chunk-fade-in-and-out-effect was really neat. The game was a good take on the tron/curve genre and has a bunch of features, but still: I did not get a lot of good action moments while I played, I think a confined space/more speed/more enemies/bigger trails or something like that might have been better to keep the player engaged.

Steve can't jump by ubgamerpro 2015-12-31T11:14:00

A lot of people seem to have fun with this game, but I still have to leave some critisism here:

The game often does not do what you expect it to do. Instead of boosting you the boosters often kill all your speed. You change direction very slowly, which makes the controls feel unresponsive. Small collisions with the ceiling sometimes also kill all your speed. On top of that the level design sometimes makes you redo big sections which then also involves a lot of walking (which is exaggerated by the fact that your walking speed is pretty slow); this is bad because if the player feels like their time is wasted they will very quickly loose motivation.

These are just a few points that I would address. Some of them are programming mistakes, so maybe you don't have to much experience with programming games. In that case even completing a game like this is already a big accomplishment! The design issues mentioned are things you should probably pay attention to while playtesting you own game. A single constant like player accelaration, maximum speed, gravity or jump strength can make a huge differece, so you want to make sure all of that is fine tuned thoroughly.

Please Mamma by nlbi21 2015-12-14T23:47:00

definitely fits the theme. I actually liked the visuals, even though they were pretty amateurish, but it was a coherent style and it changed every level, which was nice. Gameplay-wise it was pretty weak, you could have added progressing difficulty, also sometimes you could not dodge when there were two things coming at you the same time.

..and the mooncats by aarkipel 2015-12-14T17:17:00

great game. very good execution of the theme. I think there is actually a lot to learn from a game design perspective, for example, how having a button mean very different things depending on context can frustrate the player :D

GLYPH by JaCkJoKeZ 2015-12-16T10:11:00

It's not working on my win10 notebook. That's a problem with GM-Studios fullscreen-mode, though. I've encountered it before, you can fix it by making it "fake fullscreen": enable borderless window and call window_set_size(display_get_width(), display_get_height()) on game start.