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JorgeGameDev

Games

YearLDThemeGameDivisionRankOvFuInThGrAuMoCo
201637One roomHyper Holomayhem 37jam514.044.002.933.074.253.893.7717
201636Ancient TechnologyColossorama 36jam

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 JorgeGameDev

LD35 — Shapeshift

windowframe by managore 2016-04-19T16:17:00

This was amusing! A great example of how keeping such a simple (but well thought out) mechanic and adding great level design and challenge to it can give a refreshing sense of accomplishment. I think I learned a thing or two about Game Design itself on top of enjoying playing it.

Also, was there any pattern to the vampire's names? I could swear there was something there, uh? ;P

LD36 — Ancient Technology

Theseus by zzq 2016-08-31T01:23:00

Hey! I played it from start to end and I must say I absolutely loved the concept, especially how it all comes together aesthetically with ball drawing(?) all over the pot as you move, plus the pot moving as you control the ball! Even more amusingly was how this was done with the compo rules and the limited time frame.

Sadly, those rules also shows it's cut corners. I was a bit disappointing it didn't have any audio, although that's a pretty harsh limitation due to the rules, and the fact that it was a bit short. I think the ink(?) replenishes should have worked more check points as well, since some of the final jumps were pretty much blind.

I do hope that you pick this up some other time and polish it up. Thaks for the experience! :D

Miky the Inuit by publicidadeba 2016-09-01T00:14:00

Hey! I gave a try to your game and I really loved how atmospheric it was. Everything from the sounds to the graphics really gave that impression of a cold winter which really helped to set the mood. The ticking timer on the corner and having to get into the houses to recover body temperature also gave this sense that something was coming. :D

I think the thing that should be improved the most is the UI. There were some elements that weren’t as intuitive as they could have been. One example I recall specifically is opening the chest of any of the houses. I was convinced I was inside the house every time I pressed “Chest” when I actually wasn’t and instead had to “Get Inside” and then “Chest”. Maybe make it so the chest opens automatically when you get inside (so you always get inside the hut) and when you exit it closes? At least personally for me I think it would make sense as an improvement. :P

I died in the end but I didn’t really understand why? I had a bunch of every item that seemed important. Maybe adding a little explanation of what the player could have done better would help give them a better direction of what they should focus on the next time they play the game. I have read some of the comments above and it seems like I was supposed to store everything in the chest, while I personally divided between both the chest and the inventory. Maybe that was what I did wrong.

Another small thing I noticed (maybe because the resolution I played in?) were little seams that would sometimes pop between the snow tiles. I actually had this happen in our project in the beginning and turns out making a new sprite material but with pixel snap turned on seems to mostly fix the issue and add an extra sharpness to everything that uses. But that’s just a tip really!

I’m looking forward to what you guys create next! :D

Raptor Rocket by cortica 2016-09-01T01:46:00

First off, I must say I really love the Scribblenauts esquee art style! It really sets the mood of the quirkiness of the concept, and that introduction scene only gives it extra charm. I don’t know if it was a local problem or not, but either way I’m actually half-sad that the introduction didn’t have any audio, or at least I wasn’t able to hear it. However, the actual game music helped cement the dorkiness of the gameplay.

However, this is also where I sadly have to say I wasn’t able to get a good grip on. Although I understood the mechanics and what the goal was, controlling the actual raptor was quite troublesome, sometimes to the annoying level. Some situations that come to mind is trying to get the materials into the 'Funilator' (is that how it was called?) only to trip over, respawning, and not being able to put in the remaining materials inside on time.

It’s quite a shame unfortunately, as I can see everything else being fun in the game. The atmosphere, building the rockets and so on. The atmosphere is all set-up, including the little details such as the cave man throwing little spears at the raptor, but the whole experience ends up being damaged by the controls.

Maybe I’m just being a little too harsh at the controls, but sadly they really were my only major problem with the game. Given a more user friendly set of controls and this could be a very fun and really charming experience. I do hope you guys tweak the controls a bit. I would love to give this another try if you do! I look forward to it! :D

Mysterious Expedition by Zccc 2016-08-31T01:59:00

I played the second version which was uploaded today. I have to agree with @Toureiro and say it was a bit tricky to get and understand the combat mechanics at first, but once they clicked in it all made sense, and hey, for a proof of concept, this works pretty well! For a game developed in a short time period, the graphics were nice, the sound effects were there and overall it was enjoyable!

There were some slight issues though. The most serious one I had were that sometimes enemies would go off-screen and the only way to get to them were by hittem them with luck or by resetting the game.

The other issues were mostly due to player-perception, mostly due to the lack of explanations other than the game's description. It took me a while to figure out that movement had to be done with pressing S, and that items like potions worked in a radius rather than by "giving" them other players like in traditional combat systems. I also insisted in clicking on the player's shadow to select them rather than their actual sprite, but that's just me. :P

Despite being hindered by the compo's time limit, you can see something forming here. Given the right time to the developer and the right explanations to the player, this could be a very solid combat system! And knowing you, I'm pretty sure that's exactly what you're going to attempt. :D

Colossorama 36 by JorgeGameDev 2016-08-30T23:35:00

Thanks a lot to everyone's comments so far! It's been great reading what people think of the game and their feedback!

@steph88 Well see what we can do about it. At the very least, we will check the platform out! Thanks!

@Zccc Thanks for the kind words! :D

@Spinach_Chicken What's actually happening in fact what's happening is that the enemies are actually stacking on top of each other's weapons colliders, which causes that weird floating. We decided to keep them in, but since someone has already also pointed it out on weird, we will probably search for a way to make it look less weird next time we update the project. Thanks! :P

@Sean The purpose of the two weapons is to give the player a second alternative in case the upgrade menu gave out a set of terrible weapons in late waves. If the player got stuck with the base weapon in a latter wave, chances are they wouldn't come out of it alive and cause some frustration. Having two weapons makes it so the player always has a back up in case RNG ruins their other weapon. As for the jumping, I have to agree. We want to look into ways to make it more effective and useful. Thanks! ;)

@Matzigon This was mostly a time issue, since we only settled the two-weapon inventory and upgrade system in the second day and got it fully polished it in the third day. By that time, we decided it would be better to add more unique items (like the Grenade and the Taco) since at the time we only had the potion in. We definitely had more ideas for more weapons, and maybe we will add them in at a later date. :P How many heads did you pull off? Thanks!

LD37 — One room

Tempus Machina by Pickens Inc. 2016-12-16T01:20:00

Hey! I just checked out your game after the Moski (who commented above) suggested and I've found it really charming and fun! I love how ridiculous it was that at one moment I was slaying velociraptors and, in a few seconds afterwards, I was slaying cyborg soldiers. :P

I have to say that I really loved the mechanic of switching between times in order to easily reach areas and enemies of the other time. As I started getting more into the game, I started using that mechanic more frequently and quicker.

The gameplay was really fun! Although as others have said, it got a bit repetitive midway through, especially when you found good places where to rest for a moment. But goddamit, Global Highscores get me everytime! So much I ended up going all of the way to make sure I got the top spot at the leaderboard - including beating your artist. ;)

I feel some stuff could be improved on. One of the issues right now is the repetitiveness, but I think with a difficulty curve (such as enemies spawning faster or more health as time progresses) the problem would be partially solved. Art and Music were also a bit rough, but with more time I think it could end up being a really nice and even fun-inducing game!

Thanks for the time and I wish you the best of luck in case you decide continuing improving the game!

rotomanor by jelch 2016-12-16T03:30:00

Came across your game at random and thought it looked pretty interesting. And it did definitely not disappoint!

First of all, I was not expecting a rotation puzzle at first, but when I understood that was what it was, I got absolutely engaged, especially when the other puzzles (the candles, the letters, ...) started coming in. :D

The mood was definitely the greatest forte of this game! I really got engaged with this feeling of exploring this cryptic old mansion with puzzles and rotation, and the music and aesthetics only helped bring this feeling closer to life.

However, I didn't really finish the game for the same reasons other people have mentioned. Sometimes when being hit by the bats I would get back to the start and the room would rotate to an angle I would get trapped and stuck on. This happened at least three times before I called it the quits. :( I think reset-ing the room's rotation when being hit would fix this one issue (and the only I found within the game).

When you solve the issue of the rotation, I would really want to back and solve the mystery of the study. This is without a doubt a strong entry! Kudos!

Scape The VROOM by Flip120 2016-12-16T03:02:00

Hey! I just checked out and played your game. I've personally always been a fan of castaway games and as so, I decided to give it a go!

However it seems that I was unable to play much since I was unable to recover fatigue by sleeping. This pretty much made the rest of the game unplayable. I would let it go through all the sleep percentage yet, it still wouldn't recover my fatigue (the other stats worked fine though) which was a bit of a shame. :(

Still, in terms of mood it felt really nice, such a small game-space makes you really think about what you got to micromanage and seeing the stats go down gives it some extra tension. The art was also decent but I would suggest you to look into how Unity handles Pixel Perfect art, as having a 1:1 scale would give it an even nicer look! I don't know if there was an ending or not that further showed the concept of the room and island being in VR, because otherwise, even with the bottled message, the theme felt slightly forced in.

I would personally like to see a fixed version of it and being able to play it as you intended, as well as seeing the concept further improved. Good luck! :D

Hyper Holomayhem 37 by JorgeGameDev 2016-12-15T23:59:00

Thanks for your feedback and comments everyone! We've been a bit busy since Monday with university and other works we had to take care off, but we finally got a moment to reply to all of your comments. Mind the wall of text, but we really like to reply to everyone one by one. :P

As you will see mentioned in the replies, there were several gameplay concepts that we weren't able to implement in time that we will be implementing in a post-jam version. We hope you look forward to it!

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@BubsyPoochies Glad that you liked it! Jetpacks are, most of the cases, always fun in games, and with shooting, it gets extra fun! Thanks!

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@dusho I've recently tested the game in different computers using the WebGL version and it seems that in computers with varying frame-rates, the jetpack doesn't always work as proper. We'll be adding a window warning to the WebGL version later warning players about it since it wasn't something we ran across into while testing. Thanks for the report!

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@wujood We feel boneful knowing you liked it! Thanks!

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@perfectfitz Do you have any recording or video of the stream? We would love to watch it! (Your twitch profile doesn't seem to have automatically saved it). People who playtested the first versions also weren't able to figure out they were supposed to bring the gears back to the core, and we added the message that appears when you get all the gears. Sadly, it doesn't seem like it was enough. We will look into better feedback in the post-jam version. Oh well, still glad you enjoyed it! Thanks!

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@homeworld Glad you liked the mood! And yes, I agree that the music is awesome too! Zak really did a great job with it, and everytime I'm doing something related to the game I end up having the track on the background. Thanks for playing!

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@TheScragglyMan Glad you loved it! We would be disappointing at ourselves if we had a game that wasn't polished as it is. Thanks! :P

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@dietzribi We honestly have to agree. There were several gameplay ideas that had to be cut due to time constraints and ended up harming the gameplay's depth. This is weird when you think about it since we implement menus and all that.

I've been explaining to some people closer to us the reason why we focus on getting a bit of everything done in a Game Jams. We want to give the people who play the game something among a vertical slice of what a full fledged version would be were there not time constraints. After the jam, when we have time, we develop the version with all the gameplay features we were looking to add originally, and hope that the people who played it before give it another chance and like it even more.

We hope that you give the game another try when we release the post-jam version! Hopefully that one will have the gameplay you're looking for. :D Thanks for your feedback!

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@Marta_Viader Glad to know it feels finished! It's something we're always aiming for when developing a Game Jam game (read the reply above). Thanks!

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@alfadur Thanks! We wanted to add some more traps and enemies to make the player worried about other stuff that could have harmed their timer, but we weren't able to (we will definitely be adding it in the post-jam version though). As for the Jetpack, we switched the way movement and controls on it worked almost near the end, and didn't really tweak the boost a lot by then. There's still some, but it's not as noticeable as the speed boost.

We will see if we can patch it to be slightly more effective later. Thanks for your comment!

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@pcmxms You're great too! Thanks!

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@BoneDaddy With so many great Jam games out there that we've seen so far, we're honored to know this is the type of game you look for! Thanks a lot!

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@Greemax We really hard-worked those 72h, but it's always worth it. Especially when people like you comment that the game feels awesome! Thanks, and we're glad you had fun!

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@ShuddaHaddaLottaFun Thanks! Glad it feels fun.

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@DeathBySnail Thanks! We will look into adding some sort of inertia when we develop the post-jam version, as we want to make sure it feels right when it comes into play. Thanks for the suggestion and for playing!

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@goncalo-monteiro Does it not count that the Hyperdeck it's an ever-changing room? ;) Hehe, guess we did try to skim the theme a bit while coming up with the idea and we weren't really able to show the whole concept of the Hyperdeck as a room. On well. :P Glad you believe us as one of the best games! Thanks!

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@Dege Thank you! We're glad it feels complete!