Cave Escape by Fractal Flower Girl 2020-10-27T19:38:37Z ♥ 0
I actually never played a scratch game in a jam before. Nice job.
Foon → Ludum Dare Explorer → Users → Potti
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | 👥 | Between the Lines | jam | 312 | 3.90 | 3.66 | 3.55 | 3.34 | 3.97 | 3.04 | 3.68 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Circular Dependencies | jam | 563 | 3.66 | 3.48 | 3.05 | 3.18 | 2.98 | 2.27 | 2.95 | ||
| 2019 | 45 | Start with nothing | 👥 | Roomba Rumble | jam | 104 | 4.00 | 3.94 | 4.13 | 4.17 | 3.35 | 3.50 | 3.35 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | A-Card Shooter | jam | 336 | 3.69 | 3.69 | 3.20 | 3.35 | 3.54 | 3.02 | 2.86 | 3.14 | |
| 2017 | 40 | The more you have, the worse it is | 👥 | Risky Robbery | jam | 431 | 3.58 | 3.40 | 3.49 | 3.35 | 3.11 | 3.26 | 2.31 | 3.53 | |
| 2017 | 38 | A Small World | 👥 | Squeaky Maze | jam | 3.00 | 3.00 | 2.67 | 2.67 | 2.75 | 3.00 | 1.50 | 3.00 |
Potti leaves an average of 23.0 feedback comments each event.
I actually never played a scratch game in a jam before. Nice job.
Good concept.
It would be nice to see upfront, which of the rail segments can be change at all (some curves were static.
This is some neat idea, just wish it had more levels.
An interesting looping mechanic, and a nice puzzle game.
I really like how the player learns more about the level over time and can use that knowledge to save everyone.
One problem: Playing everything from the start over and over again gets somewhat tedious (for an LD game), it would have been nice to pick a point in the timeline when switching characters, so you would not have to repeat all the tedium over and over again (like getting the bolt cutters and THEN going through the flamethrowers twice).
"We hope you have an unpleasant eternity" :D
And why is there a piano?
Small Caveats: The running animation seemed to somewhat lag behind starting to walk, maybe it only changes animation once the current animation cycle is completed? And on a device with a pixel ratio of 2 (4 physical pixels per screen pixel), the font was really small and hard to read.
Nice entry!
At the beginning I overlooked the fact that I had to build resource machines, I wasn't quite sure what the inputs for the machines were at first, though it is reasonable well communicated through colour (maybe a tooltip when hovering would have been nice).
Good take on the theme.
Interesting concept, forcing the same order over and over again. Maybe could have done without the countdown and with a stopwatch, just seeing how fast you can go.
At first I thought every keypress and duration was important, but it became very clear that interaction with the game are meant by actions.
Great art and good music create a nice atmosphere. Nice adaptation of the theme.
The controls feel a bit inaccurate, especially at the start (I had a bit of trouble getting used to the hook especially, and some of the other tools, like the float, take some getting used to as well).
Great work!
Now this is an interesting game. I think the you start with no knowledge of the mechanics is a little too much. Maybe some basics (like how to create units) would be very good. And some eerie music would have gone a long way.
Nice art style, and solid gameplay. Good job!
This is a great game, with a little bit of work you could even sell it. Great art, sounds good as well, solid mechanics, self explanatory.
Great job!
Ok, i have to admit, i missed the bit about using space to pick berries, so i had to run to finish the game before i died of starvation.
A take on a small survival game. Good job.
**Might contain spoilers**
Is it intended that nothing happens when you reach the goal? I entered if fully and nothing happened. Further, sometimes it seemed that i was able to walk further than before, does the maze change over time?
Otherwise, a neat idea. Maybe a mechanic to note down things in the game would be nice...
This is great, especially once i figured out all feature toggles are separate, like turning of gravity.
Great job!
Well, turns out i had a solution quite similar to @zuf in the end, just with a +1 Step button and a +5 step button. All in all, just assigning basic control logic yourself does fit the theme. Maybe you can turn this concept into a full game, possibly with a simpler user interface (like link buttons to controllable things and pick actions).
Good job.
Wow, this game can be a bit addicting, just trying to optimize your strategy without colliding with your own cables too much.
Good joob.
This is an interesting take on the theme. I really liked the Jumping mechanic.
Good Job.
This is a very charming game, both art and music are very nice. The concept is great, an interesting twist on "Start with Nothing".
Great job!
Now this is a game i could spend hours on, but i have to try more games. I also really liked the narrative in the description. If you work on this a bit, maybe add a little variety, a bit of a tutorial for the basics (place items in the grid) and the narrative, you could sell this!
Great work!
Now this is an interesting entry. Incorporating skill and failure into a clicker is a fresh idea.
In the end i managed to conquer the world by just automating paper, which reminded me of universal paperclips.
I did encounter two bugs: * UI Layout does not work outside of 16:9, on 16:10 the money and skill labels are shifted upwards. You can test how your unity game looks with different aspect ratios using the aspect ratio dropdown in the top left of the game view * Overflow on Skill: After some time accruing skill points, my skill value turned negative
Now this in an interesting take on the theme, starting breakout without bricks :D
Maybe you could have made the creation of bricks necessary to progress, you can beat the game without placing bricks...
This is really fun. I was kind of disappointed when i hit the same bug as @Hyohane. Looks good, though at some point the graphics seemed to glitch a bit:
Screen Shot 2018-05-15 at 13.41.33.png
Great work.
Intuitive, if a little tedious (shortcut for skip or shoot would have been nice), controls. Looks good, fun to play.
A solid entry.
Nice. I think i need to rest my eyes for a bit now. So many colors. So much neon.
Really nice combination of themes and intuitive controls. A preview of your new rythm would have been nice, so you could already guess what to play in the next round.
> Your greatest lyric was "let me write you a letter" (+14 Points)
A very good game. I had problems understanding the concept until i learned that related words count. And i could not figure out when to use the secret command, it kept telling me it wasn't the right time, even at 100% in the last song.
No. Stop trying to teach me things. ;)
Really nice concept. Looks nice and is relaxing.
The idea is brilliant, movement is snappy and the aesthetic is great. The typing in some sections gets a bit repetitive (if you fail a lot).
A great entry.
Wow. That title.
Looks really nice, the art style has a certain charm. Simple yet challenging mechanic.
Nice one.
Great concept, nice visuals, entertaining music. Looks and feels polished.
Only nitpick: The eyes of the robots are not blurred in the start screen (at least for me).
Great work.
Neat idea and nice visuals. This is a nice combination.
For some reason this game ran really slow for me.
Nice entry.
Very unusual concept, an interesting approach to the theme. I really like the movement mechanics.
The visuals are a little confusing, it is not quite easy to see which objects are obstacles at your current velocity when speeding up. The speed-up controls are a little tedious, they might have profited from a short slowdown after entering speed-up.
Quite neat.
A very nice idea, fits the theme very well. The mechanics are nice.
The audio got a bit repetitive after a while.
And there might be a bug: When you get hit and start spinning, you never stop, while the movement logic still acts based on the last turn left / right you made, so you might appear look forward, but move backwards.
A very interesting game.
Controls are snappy, and it looks really nice. I did not hear anything, i don't know if that is a bug or intended.
The camera work could have been improved, the first set geysers is hard to spot, especially with their color on the background.
Feels solid.
Glory to the post office!
Art style works great and the music's nice. At first the changing rythm in the minigames confused me, but given the reasoning, that is a great mechanic. The difficulty ramps nicely. A fun experience throughout. Also, the buttons feel very satisfying, kudos.
One thing though: There seemed to be a slow down at more than 5 or 10 waiting customers, which broke the present minigame, as i had to wait upwards of 1.5s for the next button.
All in all: A great game.
The art style reminds me of something, but i can't quite pinpoint what it is. Any hints?
The game looks really nice. The gameplay is ok, but the fun is fairly short-lived. Maybe WASD to move the camera makes this more comfortable to play. From a technical perspective, this game is really good.
Nice Job.
This looks really good. The audio is nice. Having played KSP a lot, it was quite easy to get into the controls.
There are a few problems i have with the mechanics: * I do not think there should be no way to touch the normal walls, maybe allow if the player has a very low terminal velocity and only is shortly in contact. * While it is a nice touch to restart from scratch, i would have liked to see anything past level three before i retried 20 times, it's ok if the game tells me i'm bad. * There seems to be a problem on some launches, where while i go full throttle while landed i fall through the landing pad and die.
But the control scheme is nice and the physics add up, so overall, it is fun, good job. Also looking forward to the mobile version.
This. Is. Addictive. I personally like more interesting progression systems, but an incremental progression on certain stats always gets me hooked.
Music's nice and it looks good. Nice job.
This is nice and relaxing, looks beautiful and sound neat. Nice job.
This is really interesting. I liked the puzzles, although they were quite easy. The mechanics are not quite clear, one level had an explosive disappear just because i picked up a diamond.
The game had a high graphical fidelity, but aesthetically it was lacking. The particles seemed out of place, for example. You could have gone for a less elaborate representation, although i think it would lose something if reduced to 2D.
And i would have liked some indication as to what i would do when pressing e, maybe some highlighting of the affected object.
The gameplay and concept are really nice. Good job.
The art style works quite well, and the music's good. Initially i thought i was hitting invisible walls, but then i noticed the difference between doors and walls. Maybe That should have been clearer, maybe add a frame to the doors.
Interesting concept, i also encountered the bug @unfinished found, but using a vm worked. It could have really used even basic sounds, maybe a satisfying pew sound. Otherwise it is fun to play and trying to keep you ship together, somewhat reminiscent of FTL but with constant boarding. Nice one.
Looks and feels very polished. The mood is great. Nice job.
Looks and feels polished, a bit short and easy perhaps. One thing that annoyed was that there is mo way to push an item, so when you are at the door with all items, it is hard to get them through the door, although you gathered all of them.
A very good game.
This looks and feels really polished. The art style is very nice. On thing though: While there's no big bird, you can easily deal with everything by just throwing popcorn out of one side and easily get to about 4000 points.
A very good game.
This is nice. Art's really good, and the gameplay feels solid. Good job.
A very fun and challenging game, even when you haven't played or seen it played before it is very easy to understand the mechanics. Audio and art style are on point too. Nice one.
An interesting atmospheric game. The writing is funny. A solid game.
This game looks nice. The music is nice. The theme suits the season. It could use sound effects. I really like how you used lights to direct the player along the path. Very nice overall.
One thing though: Since the first time i got to choose "retry" or "next" the mouse wasn't captured anymore.
One question: How did the game files get so big?
The art style and audio really carry it. A good game.
Fun to play, the music suits the game. Maybe you should be able to attack up or down.
Looks and feels amazing, seemed to be inspired by enter the gungeon. Is a blast to play and has interesting mechanics. Top notch.
Nice art style. I found the actions to be very intuitive, but it was a bit hard to find the bowls at first, i struggled with orientation a bit (partly due to using the web version). Seem to get the theme, because at the fifth doorbell i was like "another one?". Nice work.
Simple, but somewhat captivating, as @hdtv said: You have to see it through to the end. Nice one.
Looks and feels polished, the art style and music are nice. A very good game.
I am playing on a 16:10 monitor, the gui is cut off at the right.
This seems very down to earth, i find that neat. Solid Game.
This is gorgeous, looks neat, sounds great and challenging fun gameplay. Only complaint would be a little z-fighting in one of the levels. Very polished. What did you use to create the world?
What was the song?
It is a little fast for me, even on easy. Could have used some more polished, maybe crazier visual effects, otherwise solid.
Really funny, the text bits of the fans are nice. One thing though: it seems like you are moving slower sideways than up/down, that is somewhat off-putting. Good Job.
Really interesting game. At first i thought it was about a game jam game, but the reveal was great.
I find the art style charming. I would agree with @wova. Otherwise it is solid. Nice one.
Art style and sounds are charming. Fun while you can manage the cats. Good Job.
Looks very polished. Nice gameplay and sounds. Good Job.
Looks and feels polished, a very nice game. Great job.
Simply yet addictive. Nice one.
Got a few computers and spent 90 seconds trying to wrestle a TV out of the store. Accurate representation of Christmas shopping. Would slam TV into window again.
A great game, even randomly generating the map. Fun to play. Nice work.
Looks and feels very good, the art style is great. The music makes it very relaxing.
As you mentioned, the keyboard controls are not that easy, you seem to be very heavy (though i do not know how playing with a controller feels). I liked the fact they were inverted. But it is fun once you grasp them.
All its missing is the LD mode (complete with skipping sleep and not thinking about the workarounds) :D
Looks and feels good. Nice idea. Interesting use of the theme.
A very good submission. I have to agree with @sholf here, it was somewhat eerie, also the fact that you * cannot simply shutdown your friends.os*.
Really self-explanatory, simple mechanics but it can get quite tough. Nice one.
Looks and feels good. I might have gotten a little hooked.
Oh god. I wanted to see what happened if i mashed buttons, but i have enraged the cupcakes.
Really good game.
This is brilliant. I wanted to play many games, now i am hooked.
Great work.
A few little things: The green numbers are a little hard to distinguish, they could use a little more contrast. And the zoom is a little off, it is very hard to control. Maybe add some WASD to move the view as well.
Considering the current state of the gaming industry, relevant. The Joke gets old rather fast, but it is fun while it lasts.
This is nice. Now i want to have backyard chickens ;)
Looks very polished, but is this intended?
*Hang on, i have to process another order...*
Very interesting idea.
This has a really interesting style. The sounds are a bit samey after a while.
It looks beautiful. A nice interactive piece of art.
A very fast paced game. My only problem is that i am not good enough ;)
The controls are really snappy and feel responsive. The combat is interesting. Nice one.
Nice game. The mechanics are really nice, you feel really heavy when carrying a lot.
*insert cat pun about game here*
Looks polished, the movement feels a little bit clunky, it might relate to the animation.
Nice idea and realisation of the topic. Meow.
Very interesting idea. Looks and feels polished. A good game.
It was a little to easy, you can just avoid every projectile and hold yourself at 30% health. The mechanic might be more interesting if you are either forced to get rid of corruption (e.g. it slowly drains you max health) or having another source of damage that cannot be healed by shooting.
An interesting and dark interpretation of the topic. The story is a bit short, and it would be nice if you could manually dismiss dialogs. A solid submission.
Very interesting idea. Well polished. Solid game.
Intelligent use of the theme, looks good and is fun. A solid submission.
I waited around not doing anything with 5 cats and expected something unnerving to happen. Something happening then would have been nice.
Looks and feels well polished. Smart use of the theme. A very good game.
It's a good game, fun to play, but a little short.
It would be cool if the music changed based on how sad you are.
It is quite fun to play. I was kind of hoping for more cars after one loses ;)
Great, especially the falling crates felt heavy (thought they might need a sound effect. Also, when you die, you know exactly why. You might want to use WASD + some action key next time, the controls are a little hard to get into. Pretty nice mechanics based on the theme.
LD48 — Deeper and deeper (14)
Clockwork Abyss by Alexascher 2021-04-29T22:43:47Z ♥ 1
This is a really nice artstyle, it looks fancy. The UI Animations and sounds worked well together as well. Very solid construction in terms of design. For me, the shooting the fish gameplay was too challenging, so I did not get very far.
Nice work.
Fishing Trouble by jefvel 2021-04-29T15:35:18Z ♥ 1
Ow. My hands. But I did manage to pay back my debt!
Looks well, sounds nice. Great work!
ChronorhC by NikorasuChan 2021-04-29T14:59:20Z ♥ 2
Now this is an interesting way to deal with time. Looks nice and sounds good. One small thing: In some of the levels, I did not use all (or any) portals, which kind of felt like I was cheating, though I hope this was intended. Nice work!
Slug Adventure by TheWinrawr 2021-04-29T14:53:22Z ♥ 1
Ah this is a well made, focused plattformer with an unusual control scheme. Nice work.
Rabbit Rappel by MatterLinx 2021-04-28T20:04:31Z ♥ 2
Wow. This. Is. Amazing. It looks brilliant, control is mostly nice and snappy (sometimes you keep a lot of momentum when attaching to a new hook, which can be especially problematic in the second green hook section where have to get past to vertical outcrops of spikes). The gun feels really powerful, even without any sound, great game feel overall.
How did you get the light to be pixel scale, is it the pixel perfect render mode of the URP?
One thing missing are sounds. A nice railgun type sound for the gun and an attaching sound (maybe BFXR), maybe some winding when adjusting the rope length, would have gone a long way for relatively little effort. And maybe enemy sounds. By the way: The fight music seems to trigger only when you are in a certain area, maybe you should do that based on enemies nearby, or, once you get to implement that, when an enemy is aware of you.
I was a little confused as the end, because the coming to steam... text only appeared a long while after I attached to the last hook and noticed there is no further path. You could have been a little more liberal with the checkpoints towards the end, I explored some deadly pits out of curiosity, and had to do the whole green hook section again, multiple times over.
I jumped into the game unprepared, so I was confused at first. I thought you could attach a grappling hook with your gun, but that did not work. Maybe you could add a tiny tutorial at the start (maybe A/D, attach to hook, W/S, space, how to fire gun), but figuring out the rest was extremely rewarding.
All in all, excellent work, especially for a 72-hour marathon!
More than Deep by SoftGround 2021-04-28T12:01:49Z ♥ 2
Controls feel nice and snappy, art looks good and is consistent, the limited vision is a nice aspect (what if the vignette were also pixel art 😮).
It was somewhat lacking in engagement, I got to 1500m one my best run, but I wanted to know how deep it goes, but it felt a bit slow to reach 1000m. This could really be an engaging (mobile) game with more variety and challenge! Also (although I am one to talk) some deep sea ambience sounds (not even music) would have significantly elevated the atmosphere for relatively little effort.
Nice work.
Turtruckin' by eharp 2021-04-28T11:49:51Z ♥ 1
So two things up front: who taught you how cooking works and do you also have a vegan option? 😜
I got a little bit confused by the breaded chicken leg having a different image than the unbreaded chicken leg, so i tried every combination of stuffings and finally figured it out.
Funny idea, especially with the recursion. Nice work.
Get Some Foogin Sleep! by Simayen 2021-04-27T22:08:00Z ♥ 0
I am not sure if you understood the idea of the LD... where would you get 9 hours of sleep from? 😄
This looks, sounds, and plays great, nice work.
Blackout by Frasse 2021-04-27T21:40:47Z ♥ 8
A really nice point and click game, great music, art, and story. Very funny and surprising.
There seems to be a small layering issue once you turn on some light.
Screenshot 2021-04-27 at 23.34.15.png
Diggy Diggy Dwarf 2 : Deeper & Deeper by Rujum 2021-04-27T21:02:31Z ♥ 3
This really feels like a board game, and looks great! (Although, were are the dwarven dice of stone to roll dig speed and diamonds?)
I got too like -1500m, but stopped getting voice lines at like -900m, and no matter how often I dug, I did not get past 10 diamonds. Also, it got quite tedious at that point once i found a positive feedback loop.
All in all: Excellent work!
Some bugs I found: 1. Dwarfs do not always get hidden behind the machine (image 1) 2. There does not seem to be a maximum health (image 2, also would be cool if the dwarfs were animated [e.g. when closing, move them "with the floor", but keep them pointing forward]) 3. once dwarf population exceeds 7 or 8, they start appearing at random places, and overlapping each other in the cafeteria, which is tedious 4. Repairing the machine did not cost dirt for me 5. The background shift animation jumped at the end (maybe because 16:10 display)
Screenshot 2021-04-27 at 22.41.12.png Screenshot 2021-04-27 at 22.44.11.png
into the cabal by profan 2021-04-27T19:45:12Z ♥ 1
I can confirm that the book action was a bit wobbly. Also it would have been nice to also interact with the pile of books, maybe even a prompt "what are you doing there, librarian?" 😄
I also got stuck in the maze (but solved it later), I am not sure of the full circle means arrive at a coordinate in the grid you have already visited, but if it is just arrive at origin again, I am not sure if the origin was reset properly.
Looks very sleek, kudos for doing modeling stuff on your own as well. Nice work.
Bus Crawl by Valid 2021-04-27T19:15:07Z ♥ 1
A, I do love me some graph algorithms. And it felt a bit like a cookie clicker, with more consideration on selecting routes.
You should really consider expanding this, maybe with something like flows to model residential and business areas and requested routes. Or you could allow for the expansion of routes, etc.
A solid submission.
T-Minus by michaelaranda 2021-04-27T19:11:20Z ♥ 1
Ah some nice physics, and really cute planets, nice work on the art there!
Also the last level is a bit annoying, I would have liked the restart button to work immediately (or I am just to impatient). And there is that one Tardis that kept getting in my way. And it did feel rewarding to finish.
Nice work.
Gobs of the Deep by Tiseno 2021-04-27T18:29:52Z ♥ 1
You have some nice level design, especially the hint for the red powerup (you can see it when picking up the blue one), really prompts some exploration.
Sometimes it felt a bit like I was cheating (sticking to a wall and shooting downwards), but you alleviated that problem somewhat by introducing a wide arena where the player arrives in the middle.
You could have maybe slowed down the action a bit, maybe add some more health pickups and have the final boss not be a one hit kill with the red power up. But kudos for the shock moment, I actually panicked a little when I saw him.
Nice work.