Foon → Ludum Dare Explorer → Users → Pizzasgood
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Stork Express | compo | 280 | 3.25 | 3.15 | 3.56 | 3.86 | 3.15 | 2.93 | 3.71 | 2.95 | |
| 2022 | 50 | Delay the inevitable | Nap Time | compo | 108 | 3.80 | 4.15 | 3.47 | 4.30 | 3.25 | 3.57 | 4.37 | 3.75 | |
| 2021 | 48 | Deeper and deeper | Minball | compo | 278 | 3.66 | 3.72 | 3.82 | 3.72 | 2.88 | 2.88 | 2.97 | 2.94 | |
| 2020 | 47 | Stuck in a loop | Mel's Bells | compo | 324 | 3.40 | 3.18 | 3.66 | 3.42 | 2.76 | 3.48 | 3.14 | 3.24 | |
| 2020 | 46 | Keep it alive | B.U.B.B.A. Express | compo | 744 | 3.20 | 3.12 | 3.20 | 3.60 | 2.81 | 2.70 | 2.72 | 2.71 | |
| 2019 | 45 | Start with nothing | Empty Rooms | compo | 220 | 3.48 | 3.08 | 3.50 | 3.86 | 3.24 | 2.84 | 2.92 | 3.93 | |
| 2019 | 44 | Your life is currency | Duck-Tank | compo | 276 | 3.30 | 3.10 | 2.67 | 3.35 | 2.95 | 2.90 | 3.21 | 2.88 | |
| 2018 | 42 | Running out of space | House of Dog | compo | 340 | 3.42 | 3.01 | 3.50 | 3.90 | 3.57 | 2.40 | 3.87 | 3.28 |
This was excellent. I love Mr. Blob's face; he's just so cheerful. The way the paths through the level get reused, but differently each time, was also great.
I should have anticipated that people would ignore the help screen and get confused, and it definitely would have helped if I'd had time to put in tool-tips and such. (This particular engine is new to me; I only started dabbling with it two days before the event began, so things took longer than they should have.) Anyway, I've added the help text to the game description to reduce future confusion.
And I'm glad that y'all enjoyed this. Making people smile is my favorite part of doing creative work. Or any work, really.
@loveapplegames You dig down the same way you build up -- you lead with a solid wall or door, and then you expand sideways with interior walls. If I continue developing this game at some point, I'll probably change that so you can just put the interiors up on their own, but with a risk of collapse if they're too far from a solid wall (which would be re-branded as a support pillar).
You, sir and/or madam, are a being of only the most pure and despicable evil. By which I mean, this was pretty fun. I managed to beat it with my screen completely filled up, but only with a lot of cursing. The next time I'm inked in Mario Kart, I think I might find it refreshing by comparison. My only real complaint is the antialiased scaling. Otherwise, this was pretty great.
Some tips about the game mechanics if anyone is struggling: * Everything you do (moving, shooting, flying, flagging checkpoints) costs at least a little money. * The wads of cash your cannon shoots can be recovered to recoup 90% of their cost. * The wads of cash can shoot through multiple enemies in a row. They're a little OP. * If an enemy walks over a wad of cash that's come to a rest, it will... trip and die, I guess. :) * Respawning at a checkpoint will always leave you with at least $500, and all enemies and pickups also respawn. (So, backtracking to get more wealth before a difficult section is viable.) * Only one checkpoint is flipped at a time, so you can re-use old checkpoints when backtracking. This is probably exploitable to make retarded amounts of money. We'll just file that under "Fun with capitalism."
@grllle I'm not sure if it was clear that the sound it makes when you run over an enemy is the enemy squealing in pain, not an indicator that you got hurt. You only get hurt from bombs, and the fact that you took damage is indicated via your character flashing red. Since they can only throw bombs in the direction they're facing, the safest way to run them over is to wait until they turn away from you and *then* charge at them.
@johnnysix Yeah, I didn't put enough time into optimizing for performance since I underestimated how many enemies there would end up being and how much strain they'd cause. The native builds do run *significantly* better than the HTML5 build, for what that's worth.
This was Very Good. Music, graphics, gameplay; every damned thing. Full marks!
That gradient background is rad, and I love the music.
@hcursino There is actually a mute button available when you press the Esc key, though it doesn't save state across game-overs (ran out of time just as I realized that was an issue).
Anyway, I'm glad you had fun. Thanks for the feedback!
I love how tight this game is. Quick little levels, speedy respawn, zippy movement, clean minimalist art. This is the good stuff.
I enjoyed this. I think I might have been bored if it hadn't had that music, but *with* the music it was actually really fun to just wander through the maze and occasionally rush back to defend the generator. It was a bit on the easy side, but the escalation was enough that I did start getting worried toward the end, so it worked out.
@lcstark Yeah, I didn't have time for balancing things so the difficulty is a bit wonky. It doesn't help that the enemies are stationary, either. If I'd had time to give them movement, the smaller bots would have managed to avoid much of the turret fire and the ones that survived long enough would have wound up following along behind B.U.B.B.A. to whittle him down until you manually cleared them or mounted enough rear turrets to keep them under control. That would also have enabled spawning enemies from other directions in the first place, like you mentioned. If I'd had another half hour or two, that's how things would have worked, and it'll be one of the first things I'll fix as I expand this into a full fledged game.
I don't quite agree about not letting B.U.B.B.A. do the majority of fighting himself, though I understand where you're coming from. The thing is, this isn't actually intended as a bullet-hell game. It's supposed to be a salvage and maintenance game, with the player supporting and upgrading B.U.B.B.A. as he plods implacably toward his destination. That'll work better as I add more enemy and weapon variety along with other sorts of equipment to mount so that you'll have more choices and strategy. I'm also going to break him up into separate destructible modules so that you can experience minor failures and mounting tension instead of the current all-or-nothing approach.
That said, the expanded game is definitely going to have a slower beginning where you have to do most of the work of defending B.U.B.B.A. until you can get him geared up before it transitions into more of a scramble to put out fires and keep him running.
Fun fact about the sound effects: B.U.B.B.A.'s engine rumble and the initial sound of him rising out of the ground are both just my voice. The engine rumble has some post-processing, but IIRC the rising-up sound is raw audio from me making a growling sound into cupped hands. Maybe "growl" is the wrong word; that makes me think of a throat sound, but this was upper-back-mouth sound. It worked way better than I thought it would.
Vrrrrmmmmm! Hahaha this was fun. Does the symbol atop the cars mean anything, or is it just a cool design?
This was fun. Pure spelunking without any distractions from monsters or loot or the ability to cheat by tunneling.
This was fun. I love the audio, and there's something viscerally appealing about swatting the aliens around, especially when accidentally smacking them into each other.
Your Linux build is missing the ld47-linux.pck file, so I had to borrow the one from the Windows build to get it to run. If you'd rather just have a single file that combines both the executable and the game data, you can do that by enabling the "Embed Pck" setting within the Options tab of the Export dialog.
Anyway, I enjoyed the game. It was funny, and shooting the final guard by jumping and firing over the wall was amusing.
Very refreshing application of the theme, and damn good music to boot. I give this two thumbs up and a skyward toe for good measure.
So, it turns out this game has some bugs when you restart after dying. In particular, the door to the Archive remains closed, which is probably why people have been getting stuck after the data disk. Less critically, this also results in being able to turn off the computers early, and while the door from the Data Room to the Computer Room opens, the doors within the Computer Room remain closed (including the one back to the Data Room) depriving you of shortcuts.
Once I figured that out and started reloading the page every time I died, I was able to progress further and eventually beat the game.
@michael-feldman I can't speak for how this particular game was put together, but an easy and general method to create a procedural puzzle that's guaranteed to be solvable is to generate each puzzle in the solved state and then scramble it by using the inverses of the moves a player could make. In other words, you print the image on the jigsaw puzzle *first* and *then* you cut it into a bunch of interlocking pieces, rather than trying to design individual interlocking pieces and hoping your end result will both fit together and form a coherent picture.
This is pretty fun, the beautiful sort of simplicity. My best time out of two tries was 287.58. My only complaint is the level-complete text gets in my way when the next level starts.
It took a while before I noticed the power gauge and realized that left/right increment and decrement my speed each click rather than applying steady acceleration while held down. Once I figured that out I was able to do a lot better. I still keep forgetting that my controls don't rotate around the orbit and then hitting the wrong buttons when trying to dodge asteroids, but I think that's just me being sleepy. I'm dying a lot but it's fun!
I love the color scheme and the way the audio fades as you weaken. It made me feel really bad for the poor star.
@rhoff95 Yeah, I'd wanted to have a tutorial sequence but didn't have time. I could have had each bell stored in a different building so that you'd unlock them separately after first fighting through weaker enemies.
@nick-rafalski I'm way too bad at this game to get anywhere if I could die. :blush:
@neonjeff @mohdi Thanks!
@ubershmekel There is progression -- it's the process of filling your mana. As your mana gets higher, you do more damage with every success, eventually reaching the point where you start one-shotting the enemies. Once your mana bar is completely full, you get to do the boss battle and take a stab at winning the game and seeing the victory animation. Maybe this would have been more obvious if I put the mana bar across the top of the screen instead of next to the character.
I agree about the music. I'm okay at doing bare melodies, but I'm still wrapping my head around chords and how different parts of a song interact with each other. Need to practice more so I can build up intuition.
That was frustrating, but it was the good kind of frustrating. It got pretty neat once I'd get the timing and coordination for a level figured out and just bounce right through.
Ah, this right here. This is the good stuff. I have no idea what was going on in the stats panel, and I don't even care. Hand-drawn art and voice acting/music FTW.
I enjoyed this one! And I think the single inventory slot works well; juggling everything is part of the fun. Rather than adding another slot, I think what I would do is make it so that you can't pick things up while your inventory is already full, then add a trash can or recycling bin somewhere that can be used to dispose of unneeded items (that way you don't have to expand the controls with an accident-prone "drop item" button).
This is my favorite so far. It's great. It also really drives home for me how important lighting effects are. I always forget those.
Neat idea. In practice, though, I didn't see much point to using the sextant. The addresses we're delivering to are based on the drop-box number, which are evenly spaced and clearly labeled. I could just hypernav by a few degrees, see how many boxes I passed to get the ratio, and then compute how many more degrees I needed to travel without ever looking at the stars. This would have been a lot more interesting if the addresses were latitude angles and the drop boxes were unlabeled.
But yeah, I love the idea of trying to make us use old-school navigation techniques. More games need to do that.
I didn't feel like it was all that hard to predict my maneuvers, but I guess I've spent a lot of time playing Kerbal Space Program. The biggest problem I had (and this isn't a complaint) was filling up my shuttle with so much garbage that I didn't have room for my cat, which I didn't realize until I got our paths lined up just right and flew past without snagging him. I thought that was a nice touch.
I loved the art and music. I didn't love the way the dialog text scrolled out of the center of the box, though. That caused the letters to slide around as they filled in, making it very hard to read until it finished. For animated dialog fill, it's better to use left-aligned text so that the letters stay in place as they're added.
My brain might just be fried after being stuck in a loop all weekend on my own game, but I can't seem to do anything. There's nothing to vacuum up. Just grass, water, and a patch of dirt that I'm guessing I'd plant in if I could find stuff to vacuum.
Ah, I see. I didn't realize I needed to right-click directly on the stuff I wanted to vacuum. I assumed I could just hold it down to keep the vacuum running while I walked around vacuuming stuff. Changing it so the vacuum sound and animation just play in a burst instead of looping would make that more intuitive.
@indigo Shoot the seeds of the one at the dirt-patch of the other, before it sprouts. I don't know if the order matters; I used red seeds on a blue patch and that worked for me.
Cute art. The music might not have been impressive, but it wasn't bad either. It just faded into the background like background music is supposed to do. The movement felt pretty slow, though. Instead of feeling successful when I found and then set up a link between the island and the spire, I felt apprehensive about how many days I still had left and how long I'd have to spend pointlessly going back and forth to use them up. (Which, to be fair, was very *stuck in a loop*.)
This is definitely the funniest one I've played so far. That last level was extremely frustrating, but so satisfying when I finally beat it. Now I need to rest my hand, but I guess it's dinner time so that works out.
This is the first 5/5 on graphics I've given for LD48. The mix of bright colorful sprites and a dark minimalist background is beautiful. The rest of it's good too. Overall, I'd say that playing the game feels like eating a cake. Pretty, peaceful, satisfying, and sweet.
I disagree with @liam because that character sprite cracked me up. An endless faller is an inherently silly notion, so I figure you may as well embrace it and do silly things like this. Being weird results in a more iconic product than one where everything is predictable and "normal."
For what it's worth, I didn't have any trouble reading your handwriting.
I did find a bug though. In the final segment of parachuting where the snowflakes appeared, I thought I needed to dodge them so I tried drawing a line. This broke something and prevented the cutscene from appearing, so I had to restart the game.
I liked the music, especially that end tune.
I like the minimalist art, and the splash of color at the end really felt rewarding. Jumping out of the water like a dolphin was also more fun than I expected. Good stuff.
This is my favorite entry so far. Excellent use of minimal color, the tether mechanic is lots of fun, and I love how you handled the transitions between areas -- that slight overlap and the shared O2 container really ties them together. The floaty underwater physics are frustrating sometimes, but it's the good kind of frustrating. The "this is different from what I'm used to so I need to recalibrate myself for this new environment" kind. I managed to get all the diamonds with about 33 deaths, and I wasn't bored once.
@william-corrin Yeah, the collision detection isn't quite as solid as I'd like and sometimes allows passing through geometry if you're going fast enough or if you squish the ball between a flipper and the ground. I didn't have time to look for solutions. If my brain had been a little less fried I'd have at least remembered to add an "abandon this ball" option as a workaround, but... Ludum. :P
@jk5000 Yup, it's not quite 21 seconds long. Play-testing and level design ended up taking several hours longer than I'd planned, so in the end I was only able to spend 80 minutes on the music (some of which had to be spent consuming pizza rolls, obviously).
@secretjuice You should check out Sonic Spinball. It was one of my favorite games as a kid and is what inspired this.
Since a few people have had problems with collisions, I've gone ahead and cranked the physics_fps from 60 to 600. Should clear everything up.
@loonydrope It looks like the thing bogging the game down on older hardware was the lighting effects. I've added a little popup when starting the game that lets you choose between high-quality and low-quality graphics, which just iterates through all the nodes in the map and hides any Light2D that it finds. This allows the game to run smoothly on my old laptop, so hopefully it helps make things more accessible!
@GogglesKitty: Whoops, sorry about that! I don't even know why that one-way is in there. It serves no purpose. I think I was just so tired that I thought "lol it's an airlock" without any consideration for the impact it could have on the gameplay. Anyway, it's fixed now. Thanks!
When I saw the first set of springs I worried it was suddenly going to transition into some kind of motorcycle platforming game. That would have been hilarious, but I was enjoying the racing aspect so I'm glad it was just a track mechanic. And I've always loved this particular aesthetic, so full marks on mood for this one!
This is pretty great. I lost track of time and made it to 564,570 points before the game finally started dragging enough to take the fun out of it. screenshot-1.png
A diagonal bullet hell is a pretty neat idea, but I just couldn't keep that control scheme straight in my head.
I like this a lot. There's just something very satisfying about driving around in a drilling machine, and the aesthetic is perfect.
I like how you gave us a little sandbox area to play with at the end. That was cool. (The game itself was cool too, obviously.)
This was fun, particularly once I remembered that I can change guns. If you continue working on this or something like it after the contest is over, something you might want to consider is having the camera slide toward the mouse a little so that you can see a bit farther in the direction you're aiming. Especially when it comes to looking upwards.
Also, thanks for mentioning ecrett-music. I didn't realize AI music was this good nowadays. I like the challenge of trying to make my own music, but this will be a useful backup option for the next event in case I run out of time again (I only had 80 minutes to do my music this time and barely managed to get it done).
@lmb It runs fine in Wine, so there's no reason to let a lack of Windows stop you from getting your mullet on.
This is pretty good. After... a lot of attempts, I even made it to the reaper spawn zone and killed one of them. I'm pretty sure I cheated though. I found that if I make an attack and then immediately move to either side, I can do both actions in one turn. That was super useful for dealing with pairs of opposite-color specters teaming up against me -- I could kill the one directly in front of me who was threatening my sides, then jump to the side to dodge the attack from the one who'd been diagonal to me. It's a pretty satisfying maneuver, so if you turn this into a full game I'd recommend making that technique an official ability that you can unlock as you level up.
One third of the fun of playing Ludum Dare games is finding the amazingly polished jewels that look like they've somehow had six months of labor put into them. The other two-thirds is finding ridiculous nonsense like this. I was laughing the whole way down, aside from the moments I was gasping because I'd just flipped my dude up into my rotors. But my worry was misplaced because this guy's too cool to be sliced and diced; only dynamite's hard enough to hurt him!
At first I hated this. Then I realized that the trick is to just trust the level design. Like, for shooting the target in that tiny slot to the left there's no need to drive myself crazy trying to get the timing of shooting mid-jump just right or anything. I just go all the way left until I'm flat against the wall, then hop right twice, and I'll be lined up perfectly to shoot left and hit it. Or that platformer section everyone seems to get stuck on? It's not actually hard at all; in in fact it's skill-free. As soon as you land, you just hold C and sprint right until you hit a wall, then hop left once before holding space and jumping right until you hit another wall. Then you hop left, sprint right, and you're done with it. Everything is positioned perfectly for this to work; there's no need to "line up" or time your jumps or anything like that. You just have to think in terms of making discrete moves and puzzle your way through the levels.
Also, it's funny as hell, and I love the music.
I like the art style, and the way you can knock over the cellphones when you walk on the counters. There's a gap in the first map's collision detection though, because if I get past the red tape and walk along the bottom edge of the map, I can fall off into infinite blackness around where the boxes start. This was on the bugfixes version.
I haven't flown a space ship in around a year, so this was refreshing. And I love the font you picked.
Neat. I like the whole aesthetic this thing has.
@david-york Your character has a monitor on their head. This monitor holds two pieces of information, but it only shows one at a time. The first piece is a number from 0 to 9. The second is an operator (add/sub/mul/div). Pressing SELECT switches which of these you are editing, and pressing A or B cycles within that category.
On the map there are a bunch of little stations. Each station has a screen showing the operation and number loaded into it, and a pad to the left of the screen where you can stand to copy the contents of your head into the station. These stations start out configured to add 0, so they just pass whatever input they get directly to their output until you adjust them.
At the right side of the map there are two other screens, one with the target number and one with the starting number, and a third screen to the left of those containing the final result you've computed. The starting number flows along wires in the ground, going from station to station in a clockwise order. At each station, the operator/number combo that's been loaded in will be applied to the input, with the result carrying on to the next station until it reaches the result screen. Your task is to configure as many of the stations as you need to with whatever settings are required so that the result number matches the target number.
So for example, say the starting number is 17 and the target number is 39. You can solve this a few ways; the way I'd do it is to first double the 17 to 34, then add 5 to bring it to 39. To do that, you set your head to 2 using A/B, then use SELECT to switch to controlling the operators and use A/B to change that to *. Then you go stand briefly on the pad for the first station (bottom-right). That'll configure that one to do the doubling, and your result number will now be 34. Next we need to do the addition: get off the pad, change your operator to + and your number to 5, and stand on the pad of the second station (leave that first station alone; you don't want to undo your work). Once it's loaded, the result should now be 39, so you can press START to submit it and begin the next puzzle.
For the record, the fridge and crib are the only items that don't do anything.
@quinn-patrick Everything that breaks or changes does have a sound effect. Maybe they got drowned out by the music? I hear them fine on my end, but I'm using headphones.
This is hilarious, even with my weak knowledge of ancient history and mythology. Good stuff.
I like having to recover the axe, but I did have one or two instances where the axe got stuck deeply enough in a tree that I couldn't actually reach it to recover it no matter which angle I came in from. Otherwise this was fun.
Perhaps rather than adding a magic axe recovery system, there could just be spare axes scattered around the map that you could pick up if you lose the first one. Maybe you could even have an inventory allowing you to collect and store multiple axes.
I like how the familiars keep on spawning, so if you manage them right you can build up a whole flock.
I love the art, and accidentally biting the cactus when I meant to click the coffee pot cracked me up.
This was pretty fun. Aside from all the stuff everybody already said, I also like how the hearts drift and bob a bit. Nice attention to detail.
This is a neat game. I suck at it, but it's neat. Having incentive to hit one pinball with the other is pretty interesting.
Somehow I misread the directions as saying "water" instead of "cut," so I was really confused when it wouldn't let me give more water to my struggling plant, then EXTRA confused when I accidentally lopped a huge branch off of it without realizing I could even do that. So that was pretty funny. Anyway, I like the chill vibes this game has, and the occasional leaves flying around in the background.
This was hard but fun. I like the typing based spells, but I'd have enjoyed it more if all the letters were on the left side of the keyboard.
Having to reload the page when I died was annoying. Otherwise I liked this a lot. The wheels were great, and being able to stomp to dodge bullets in mid-air was fun.
I like the minimalist aesthetic. The game felt a little sleepy though, with no music and nothing to give a sense of urgency beyond the abstract knowledge that there's a time limit. Having a visible timer counting down would help.
@soloadventurergames Thanks for the confirmation!
As for difficulty, you can make things more challenging by trying to win with as little flapping as possible. Since there are a thermals above large dark areas, you can theoretically do it without flapping at all if you're careful enough.
But yeah, this game is a bit more chill than what I'd originally intended. If I'd had more time I'd have added animals and hunters to create hazards, a stamina bar to disincentivize constant flapping, and a baby-basket that you'd have to refill at an orphanage from time to time instead of carrying infinite babies.
@legromp: Odd. The file is still there and I can access it fine from my end. Probably a random network hiccup. Anyway, I've gone ahead and mirrored both builds here, so hopefully the ldjam hosted copy will work better for you.
@christian-zommerfelds: It was a casualty of the clock. I got off to a late start because I didn't think of a game worth making until I was lying in bed on Friday night, and then I ran into issues with the gliding physics that took a long time to sort out (part of the problem was the game engine sneakily implementing its own drag and sending me on a wild goose chase when I thought that behavior was coming from my own code). The compo period was almost halfway over by the time I had basic flight working. I'd intended to set up a more normal bank-to-steer system to replace the simplistic pitch-and-roll controls I was using during testing, but I was worried I'd run into even more unexpected time sinks. I decided to focus on building the rest of the game first and to revise the steering later if there was enough time. There wasn't.
I love the atmosphere on this one. I think I might have found an exploit though. I noticed when doing the "spin to slow your descent" routine that if I really spam it while moving I end up slowly gaining altitude, allowing me to just helicopter around to wherever I need to go.
That was cool. It took me way longer than it should have to realize why the morse code one was just repeating the same character, but it was so obvious in hindsight. :face_palm: I especially liked the counting puzzle. Would've been nice if that room had opened up a shortcut though, because navigating the non-euclidean hallway so many times got a little tedious.
Short but sweet. Seeing my projectile burgers weaving between planets was very pleasing.
I'm not sure what it is, but there's something very appealing about those traffic cones.
Is there a victory condition, or does it just keep going until you hit a hole?
I like this, but there are a couple problems. The planes and clouds can crash into each other and create a pileup that never resolves. I also can't seem to stun witches; right-clicking on them does nothing.
This was fun. Also, I'm a sucker for loose-cap jump animations.
Reminds me of Nimbatus, but with a much faster turnaround between gathering resources and updating your ship. I like it. It'd be neat if there was a way to save the game so I could come back later and keep growing my ship.
This was really neat. The combat felt a little inconsistent at first, but once I realized enemies only took damage on their screens it was fine. One improvement I think it could use is to have a visual indicator for the dash cooldown. Maybe an LED on the game console that lights up when it's ready.
I love the silky smooth movement. My only complaint is the way you can get stuck behind a house if you aren't careful; there should probably be a way to detect if you're colliding with something below and apply extra lateral force so you can get free. But other than that it's great. Really captures the slipperyness of going down a mountain.
The boss isn't kidding about being evil; I can win the game without delivering a single package and still receive over 20k points just from all the vehicular homicide. I guess dead people don't complain about missing packages, so it makes sense over the short-term.
I had some weird collisions from time to time that would send me rocketing off the map, and the Linux version fullscreens improperly (stretches across both monitors instead of only the primary or active one), but otherwise this was a lot of fun.
@pyspher9: You get 100 points for delivering via window and 1000 points for delivering via mailbox. Delivering pedestrians to the afterlife seems to give between 250 and 1000 points depending on how thoroughly you run them over, but I got bored of murder before I could fully sort out how that works.
This was more fun than I expected! I really enjoyed drifting around and timing my rotations to slip past obstacles. And the music was a perfect fit.
I love the models, especially the car. The target rings are neat too; much nicer looking than the glowing-sphere method I've been using to mark points. Never occurred to me I could use toroidal particle emitters that way!