10 Seconds To Avoid Death by jk5000 2022-10-07T18:04:46Z
Stanley parable vibes. Adding an option to skip the dialog and making the mouse input more responsive would make it more enjoyable. Interesting entry!
Foon → Ludum Dare Explorer → Users → pietmichal
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2024 | 56 | Tiny Creatures | Nomnoms | compo | 89 | 3.75 | 3.87 | 3.56 | 4.29 | 3.36 | 3.81 | 3.89 | 3.50 | |
| 2022 | 51 | Every 10 seconds | CHASING HORIZON | compo | 2.50 | 2.37 | 2.50 | 2.62 | 2.62 | 1.50 | 1.90 | 2.37 |
Stanley parable vibes. Adding an option to skip the dialog and making the mouse input more responsive would make it more enjoyable. Interesting entry!
I was able to rush through levels without thinking much BUT I see the intent behind the level design - risk/award based decision making - and I found it very interesting!
Also, I really liked how the game explained the mechanics through tooltips - big kudos for that!
I liked the idea of the counter stopping when not moving.
It felt frustrating at times but nevertheless I had a good time.
I'd improve two things: - background tiles - they don't differ enough from the foreground tiles making the playable area harder to process in my head. - jumping off the platforms - I found it a bit frustrating. Platformers usually introduce a small time window allowing to jump after the player stopped colliding with them.
Simple and effective use of the theme! Had a lot of fun.
Hello shotgun chess guys! Put up some screenshots, you'll attract more eyes!
An interesting take on deckbuilders! The game looks polished and already could be a demo on steam.
I found difficulty curve too steep. I had problems beating the second level because I wasn't aware of all mechanics and synergies.
Respect for programming a game for PS1! I like how little friends were following the character. I enjoyed playing it! Last got a bit frustrating because collision felt too unforgiving. Neverthenless, great job!
This is my favourite ludum dare 56 game so far! Great mood. Great graphics. Great audio. I want more.
The game might need more hints at the beginning but I figure the mechanics out. Great stuff!
The links are not working!
Those purple duck-like monsters are difficult to deal with! >:( :D
I like the concept. I wish that obtaining wishes would be affected by players decisions requiring the player to think what areas to go to or what monsters to fight first.
Losing wishes is too much of a punishment imo. It reminded me of DS2 mechanics.
I really like it! The game feels like complete package. And it is rare for compo games. I definitely see it becoming something interesting if more player agency becomes the part of the design.
It's just my 2 cents of course.
I liked the ambience and the food acting as a guidance. As a fan of Quake games, I appreciate the movement.
I like how the first interaction teaches how to interact with objects in the world.
I smacked all of the hunters. Pretty relaxing!
Interesting take on the theme with cookie cliker esque gameplay.
It took me moment to figure out that bugs run away from me. This concept could make a good mobile game!
@markeryjane Thanks for the feedback! I'm not going to guarantee it but I might release an optimsied version relatively soon. Godot has good docs on this topic :)
@andrewkennedy Oh no! I opted out by accident! Thanks for pointing this out! It should be possible now to cast a vote in "Theme" category.
@knarf Thanks for the feedback. I forgot to test the web version in Chrome. The fix should arrive soon!
@knarf The game works on Chrome now.
@markeryjane A version with optimisation quick fix has been published!
@sudocoffee Thanks for the feedback! I was worried that players might experience that. And I really like your proposed solution! I'm adding this to my post compo version todo list.
A cute and enjoyable game! I played a little bit after beating it because it was fun to use all of the mechanics :D
I had bit of an issue with colours.
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There I couldn't tell that there is a corridor next to me. Also, I had to think for a moment to realize that monochromatic and chromatic walls are different.
I really enjoyed playing it! I had to read through the instructions to figure out that I can shoot the black pixels 🙈
I'd love to see it being developed into something larger.
Wow... it has a tutorial! I enjoyed playing it and loved the take on tower defense genre! Some bugs were smart and jumped over the truck while I tried to run over them to save the apple. I see myself playing a more fleshed out version of it!
I love the intro.
A very satisfying scalpel mechanic! I really like the idea! "Papers, please"-esque but autopsy!
I've managed to get 7 orbs. And I kinda want to play it more! I really like the concept and I see a lot of potential when paired with sokoban mechanics! The music makes the game more zen.
The movement made the game feel frustrating after failing to jump on a block 5 times. The art style looks like it tries to pull a bait and switch at one point :)
The google drive link is not working.
The barrels should explode faster. I had to look the description up to realize that it is possible to make them explode. Alternatively, it'd be very nice if the first encounter would naturally result in a player making the barrel explode.
A very enjoyable top down action game! My only issue is that the player sprite became difficult to distinguish when a lot of grass sprites were around. Congrats on first entry!
Cool take on the theme. Path finding would benefit from A* algorithm, it was very difficult to manage them.
I have no idea what I'm doing. It seems that I've soft locked the first level. The game after restart says that it will overwrite the save but it is not overwritten.
I can't rate the game.
That's a lot of stuff for a game made in C and Raylib! Respect!
It'd be very cool to be able to differentiate between bullets shot by my team and the enemy team.
Nice and cute UE game :)