Bonfire: Darker and Darker by firellon 2021-04-29T04:50:13Z
What an insightful exhibit!
Foon → Ludum Dare Explorer → Users → Pierce Brooks
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2022 | 50 | Delay the inevitable | Circleville | compo | Innovation | 4.55 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 54 | Limited Space | Something with prolog & owl | unfinished | ||||||||||
| 2022 | 51 | Every 10 seconds | Eternal Waifu Labyrinth | compo | 3.10 | 2.29 | 2.70 | 2.10 | 2.62 | 2.60 | 3.90 | 3.20 | ||
| 2022 | 50 | Delay the inevitable | Circleville | compo | 557 | 2.89 | 2.59 | 4.55 | 2.78 | 2.55 | 3.07 | 2.00 | 3.32 | |
| 2021 | 48 | Deeper and deeper | Lime Snowfall | compo | 724 | 3.04 | 2.98 | 3.02 | 2.73 | 3.02 | 3.00 | 3.00 | 2.89 |
What an insightful exhibit!
Perfect submission. Thunderous applause. I'm very curious what your "gam" submodule has hidden away inside itself! ;D
I was overcome by the dread.
The scaling factor of the dash cursor is a bit odd.
I almost went cross-eyed!
It took me a while to realize that the direction from your character toward the mouse cursor was of great importance when kicking any vehicle. Once that was noticed, every race became a piece of cake. This game turned out to be very cute. Well done!
Survival games are tricky to pull off under such tight time constraints such as in game jams, and yet you had the courage to make an attempt. Bravo! The animations here had lots of care put into them, as well as the mechanics which demonstrate a rough gameplay branching system dependent upon player performance. With additional communication efforts to start things off on a more proper or at least well-informed footing, this could really manifest into something quite promising.
Brilliant! Not too sure on the theme connection, but everything else about this is spot-on! Thank you very much for putting such a lovely little brawler game out there.
Always gotta love elevators and wave defense, that is also what I went with this time around. This has fantastic artwork. Well done!
Eager to see where this could lead to next!
Very cute, well-written, and finely tuned for a difficult challenge!
I didn't feel as much ambience from this game as I would have liked to given the exploratory mechanics loop approach.
Could definitely make good use of procgen! Very solid though, perhaps maybe also layer on some roguelike elements? :)
You really made me empathize with that little guy! Beautiful work.
I've seen some other submissions that had similar aesthetic choices to this, but yours pulls off the creepiness the best. Well done!
Another MinGW & CMake hero! This is quite well executed, especially with all this lovely Vulkan undergrowth I'm seeing on your GitHub. I'd love to chat sometime. The game just pumps adrenaline while you are looking for minerals. For some reason, I was reading the vibes of SpacewardHo at first glance. Have you had much experience in the realm of procedural generation?
Great art and writing! If the mouths were animated with a bit of voice acting, this would feel like a genuine episode of an anime could easily watch a full season of.
Both adorable and difficult!
Had to update my JDK, but it was fun! Thank you for the experience :)
@tomn114 Not an inconvenience at all in my case, I enjoy the meta game of getting things to work!
You glorious hunk of a man, this is yet more excellent work that was also well done.
Thank you so much for birthing this masterpiece into the world. I am forever in your debt.
I was unable to extract the game executable from the provided archive file even when using WinRaR :/ so cannot review due to this unfortunately problem, sadly.
Top tier voice acting
I have been wanting to make a game about blind ever since I saw my first Zatoicihi film. This is a solid blueprint you have cooked up for something that is heavily narrative-driven.
I love both fish and cats, but when put together into one lovably hideous creature, it will love me back, much to my dismay. Utterly beautiful nonetheless! Thanks :)
I'm in, I think. Planning to use either Godot or C++ with SFML, and hopefully make it available on Android and Windows at least.
@alissamcgill @thatmanrobin @choppers @muzakefron @quasarium @plo @bentglasstube @tomn114 thank you so much for all your feedback! <3
@tomn114 you start with the flashlight in your hand, and will automatically pick it back up when you drop the briefcase. It aims its beam against whichever wall you are facing toward, and while holding it, your bullets will not stray from where you are aiming, and movement is not impaired unlike the briefcase, which instead heals you over time. Also, there are no other rooms, only the one, just to survive for as long as possible :) good luck!
@abplayz here are some links for you to check out =) * http://risingreigngame.com/ * https://github.com/PierceLBrooks/SatisfyTheElements * https://github.com/PierceLBrooks/BallisticallyRogue * http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=65735 * http://globalgamejam.org/2016/games/ozu
... I ripped most of these from my LinkedIn page lol
Absolutely outstanding in both aesthetics and thematics!
The character felt a bit out of place, and certain tight spaces presented an especially challenging obstacle. Overall, however, this was quite well executed. The mounting anxiety of the combined timer and life counter mechanic really got to me!
Beautiful isometries!
This one reminds me somehow of Caves of Qud.
Solid use multiple genres in a single project.
I'm fond of the bleeps and bloops!
Excellent music, ambience, and dialogue!
Great job using Emscripten! The graphics are well done too :) with enough polish, the concept could make for a lovely blend of bullet hell and rhythm game design elements!
Wonderful experience for audiophiles :) the free-handed MS Paint aesthetic is great too!
Outstandiing! Always love time manipulation mechanics :)
Is there source code available?
Always astounded by your dedication to ground-up game engine development!
Great job on the custom engine! :D
Do the zombies move faster or just spawn faster?
I love that literal directness of the player sprite's label. Also, is it possible to die? I continued on for quite a long while avoiding the black balls and gather the red poker symbols without much of any indication as to whether the damage I had accrued was bringing me any closer to losing.
Isometric sci-fi resource management: a match made in heaven!
Love the black-and-white aesthetic! Very impressive to have been able to implement all these card mechanics within the jam's time frame :)
A masterpiece! I respect the from-scratch engine work you did a lot.
Always love to see another custom engine out in the wild!
jumpable obstacles would be so cool!
A full and healthy tutorial segment followed by compelling gameplay, well done! I was actually thinking of possibly doing something like this myself in C++, only with a bit more AI or NLP elements added on top. Have you heard of the "libvterm" project? Recently found someone who made an SFML binding for it which could be used to do some real cool stuff like this! https://github.com/Edgaru089/Terminal
Reminds me of Jeff Minter's games! Well done :)
I need a password to play? :(
@peace-of-cake-games woops! sry! <3
The models are very well made!
VR during a game jam, very ambitious! :)
My high score was 173. You really *brushed* away the competition with this entry!
@kory Thank you so much! Your thoughtfulness knows no bounds! <3
@the-nacho I added some information about Circleville's control scheme, hope that helps! :)
@widdershin Thank you so much for such thorough feedback! I am truly honored.
"Would be good as a hacking minigame in another game with a bit more polish." I totally agree, and I will likely be including a broader format of this type of puzzle in some of the spellcasting subsystems for my more long-term RPG plans.
"I would have liked to see in-game instructions. I get that it’s supposed to be unintuitive but at the start I was struggling to do anything at all, which isn’t ideal." I had intended to add a video tutorial when application first launches but did not have enough time to both record it and cross-compile FFMPEG for all the platformss that I wanted to release on, so I instead spent the remainder of time before the submission hour began implementing the pitch-sliding sounds effects for when the solution focus point moves around.
If you like the aesthetics of this game so much, please check out an older Ludum Dare submission of mine called "Noise Runner" which can be found here... https://web.archive.org/web/20210304034733/http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=65735 ( Edit: I made a more accessible GitHub release available here... https://github.com/PierceLBrooks/NoiseRunner/releases/download/ludumDare34/Windows_-_Dist.zip )
@khaotom I am a big fan of early CRPGs and the experience of playing through their gradually improving attempts at simulating the mechanical thrills of their table-top predecessors. Your high praise is much appreciated, as I seek to always imbue some component of that mystical confusion about a grander system into my games. Thanks for playing!
@lucas-guimaraes The emotional tone is quite one-dimensional here, I think if I were to polish this up for a mobile app store release eventually, some fun particle effects could easily lighten the mood :)
@unpronounceable I definitely agree that the novelty does wear off quite rapidly. That was not as apparent until the idea had come to fruition sadly
@lako @plexium-nerd Thanks for playing! Glad you both liked the audio & graphics :D
This game does a great job of hijacking your emotions of triumph and disappointment :)
"Ultra-realistic" office portrayal :D
Love the novel compiler use, the game itself is nostalgically rendered and design-wise reminds of a more grid-centric solitaire :)
A clicker game fits the theme mechanically well, and the emotional motif you went with augments that even further :)
gloriously well done, as always sir!
unce unce unce, way to deliver that cake!!!1! LOL
This game has such a mystifyingly comforting vibe to it, probably mostly due to the lovely music :) I also really like the attitude behind both what the characters say about their seating preferences and the way they glide around the room while waiting to be seated, which is surprisingly just enough to give those simple geometric figure the impression of life!