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Pixetrichor

Games

YearLDThemeGameDivisionRankOvFuInThGrAuMo
201739Running out of PowerTower of Moralejam2943.553.413.733.322.732.452.83
201738A Small WorldExtensionjam5933.002.583.453.372.872.75

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

Mood vs Overall

Comments by Pixetrichor

LD38 — A Small World

A lot of life in a small world by smdeveloper 2017-05-13T11:20:12Z

I really liked it, though I believe that with better execution and giving the player more things to do, it might turn out great! :)

Though, assuming that the zoo's animal population has no relation to anything outside, I noticed that, when some animals' count drops to, for now let's say just 0, it is possible for the count to go back up. Just felt a bit odd.

Either way, this is a very nice entry! Keep it up!

Land of the Sun by HolyBlackCat 2017-05-14T12:47:17Z

I'm rather fond of the artstyle, it gives a nice atmosphere. Just the leg movement felt a bit odd to me.

I'll have to say, the ruleset behind controlling the aiming direction of the orb seems very interesting and creative.

Overall, I had fun. :)

(Un)Happy by pcmaster 2017-05-12T07:48:01Z

The artstyle gives (at least for me) a warm, nice feeling, and I've actually felt quite happy making everyone in the game smile!

The controls seem easy to understand too, but I've felt like the game was a bit too easy to complete, and the music might eventually feel repetitive.

Overall, I had fun!

The Z Axis by Meaty McLazerPantz 2017-05-08T16:24:41Z

The puzzle design is very nice, same goes for the idea with the mechanic and the atmosphere it gives off. Though, the delay the player will have to go through when they die or restart is slightly long, especially if they have to go through it many times. Well, either way, I had fun!

My Small Mind by Icewind 2017-05-13T08:57:05Z

I really liked the puzzle design! It gives off a nice atmosphere too. Though, as others said, the shadows are quite distracting when the player tries to solve the puzzles.

However, I've noticed something that isn't very important, actually (even though I wrote quite the paragraph on it just trying to get my point across :Y). When the shadows try to approach you and you don't move, they go straight through you until they give up, right? Like, it uses the argument: "if attacking enemy's position and current player's position are at least this far, stop attacking and continue roaming". My idea is that if the player goes towards the attacking shadows after they've missed him, they will actually "attack" longer, like, they will not start roaming until both are far enough. It might give the impression that they are aware of his existence when he's behind but still do not turn and attack, which might break the immersion...? Well, still, it's just a minor detail, nothing really.

Overall, I really liked it! It's a shame that there's no audio, however.

Extension by Pixetrichor 2017-05-08T18:42:56Z

I apologize for the confusion with the puzzles. I have written a guide to help give at least a nudge in the right direction. http://gamejolt.com/games/ext/252013/devlog/extension-guide-xks2kpvz

LD39 — Running out of Power

Take my charge by josehzz 2017-08-02T01:38:15Z

I have to say, the puzzle mechanic might be quite creative. Having to deliver a specific instance to certain locations with a limited capacity, but requiring that the player is unable to take out a lone instance for anything other than the final location. And the elevators and the buttons taking it temporarily (could they perhaps give a challenge when taking it permanently too?) can take major advantage of that. And this can really be tied together visually without the need to explain the rules directly - "the battery can't hold more than 3 pieces because it can't fit in the tiny battery cylinder, and if it doesn't have any, it's going to be unable to do anything anymore, so it certainly cannot take back the battery piece from the elevator anymore if it used its last one there.". I love it. It's a shame that's everything, though.

...still, if I had to state any negatives, the only thing I was capable of finding was that the "bulb" quantity counter on the top right might be hard to notice right far there from everything else. Perhaps try having it align next to the "battery" counter somewhere? Still, it's just speculation and I could be wrong.

Delivery To The Underpass by Bocodillo 2017-08-02T15:28:34Z

I have to say, I believe the atmosphere this game produces is golden. The increase of blur (technically static) and sluggishness when the power capacity is low really gives off a feeling of weakness and lack of *power*, making it very suitable to the theme. Also the ending got me.

Still, if I had to say something negative about it, well, this one's pretty minor, really.

The Player might not understand what the functions of the switch panel and the yellow walls are if they go to the left after getting on the first elevator, especially with how the battery box lures them to go there (since, when they go back to the right later, they won't notice the difference in the wall), and if they go straight to the right, they'll get stuck if they fall down and keep going right. Since they're likely to use the recharge panel over there (they likely wouldn't want to risk falling to 0 percent, assuming they don't know anything about the path that lies ahead), once they realize that the path they were through is blocked, they will be unable to respawn, since it only moves them to the latest recharge panel they've used, and would be forced to restart the game. *Assuming* my speculation's actually correct (Not saying it really is, though), if it had to be fixed, I'd say move one of the walls by the crossroad on the path on the right, so when they return back there, they will be likely aware of the change with the wall, and will definitely prevent them from being stuck.

I apologize for hogging so much space for explaining such a minor problem, even though it's not anything truly bothersome this time, since it's only at the beginning of the game and a restart would not nullify much progress. Still, it's a great entry!