FoonLudum Dare ExplorerUsers → PouleyKetchoupp

PouleyKetchoupp

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201739Running out of PowerLi'l Icarusjam4553.313.363.132.972.733.302.933.02

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

Humor vs Overall

Mood vs Overall

Comments by PouleyKetchoupp

LD38 — A Small World

Goodbye, world! by chromableedstudios 2017-08-02T10:18:46Z

Interesting idea! Could make a great local multiplayer game, possibly with game pads ;)

Just one thing to complain about: I was playing on windows using the mouse to aim and the controls were a bit awkward, it took me a while to figure them out. I would expect the direction to be based on the canon I'm firing from rather than the center of the planet to make it more consistent.

About the number of players: I think it's fine for a first prototype but I agree it would be a nice option to add for a future update.

LD39 — Running out of Power

Unplugged by Sheepolution 2017-08-02T10:08:25Z

Great game! I liked the visual and audio atmosphere and the game mechanics are enjoyable.

I wasn't able to use abilities though. When tapping on them, they still show 'ready' and nothing seems to happen. I just played on the latest Android build.

Elemental Conflict by dankar 2017-08-02T13:06:16Z

Cool game! It was enjoyable once passed a first phase of confusion. I liked the art and the simplicity of the concept.

Maybe you could add a diagram in game at any time that shows you element counters and resistances? Would be more useful than a tutorial in my opinion. It was hard to remember it all after reading the instructions.

Another thing that would help a lot and would be easy to implement is to gray out the buttons when you can't use them. So you know where you're at and you wouldn't try to click them during the "click to continue" phase. It's also a nice general rule to keep in mind: the appearance of a control should always reflect whether or not it's possible to use it.

Elemental Conflict by dankar 2017-08-02T13:06:17Z

Cool game! It was enjoyable once passed a first phase of confusion. I liked the art and the simplicity of the concept.

Maybe you could add a diagram in game at any time that shows you element counters and resistances? Would be more useful than a tutorial in my opinion. It was hard to remember it all after reading the instructions.

Another thing that would help a lot and would be easy to implement is to gray out the buttons when you can't use them. So you know where you're at and you wouldn't try to click them during the "click to continue" phase. It's also a nice general rule to keep in mind: the appearance of a control should always reflect whether or not it's possible to use it.

A Developer's Nightmare by testudor 2017-08-01T14:21:11Z

Interesting concept! I like the jiggly stuff :) The mix of pixel art and physics based animation gives the visual atmosphere of your game a very nice flavor.

I've played the WebGL version and first I had a similar experience as @nidup mentioned. I didn't know I was supposed to use the mouse to drag stuff, so first I pressed different buttons, and E made more bridges to appear, which made the puzzle unsolvable. Then I restarted and figured it out. I think it would be worth solving so people don't get stuck too early.

Also the character controls are a little bit slidy, that makes the platformer part pretty hard.

Do you plan to keep going with this game? I think it would be worth it, and in my opinion it would be a good idea to think about what kind of experience you want to focus on. Maybe building up on the puzzles, and simplify the action in-between would give a more consistent gameplay experience to the player? Right now it feels a bit frustrating to me, because it is at the same time a puzzle game (slow paced, rewarding progression, curiosity for what's coming next) and the aggressive fast action moments are interrupting me in this experience. You could for instance make it more like exploring around. Plus choosing one particular aspect would allow you to spend more time for polishing rather than developing too many different things. But that's just one idea and I'm sure there are tons of possibilities.

Anyway, that's a really good start, congrats! Good luck for the future!

Currents: Circuit Builder by MCRewind 2017-08-01T17:47:43Z

It's pretty nice! I had fun playing with the different elements and see how they interact. This editor is really easy to understand and use, that's pretty cool.

You have a solid base to make an actual game out of this concept and that's what a game jam is about after all :)

Wizard's wrath by nodex 2017-08-01T17:07:11Z

I think some support for gamepad controls could improve the game experience a lot!

It's not very difficult to setup in Unity (it seems that's what you're using) and you can re-use it for future game jams ;)

Planet Salzex by Dragojt 2017-08-01T14:39:37Z

Same here, I wasn't able to play the game unfortunately :(

First I got a Windows Defender warning, and selected "Start anyway".

Then I don't know if it's related to the issue you mentioned, but after a few seconds in game (during the first dialog) the game exited (I'm not sure if it's a crash or something else forcing the game to quit).

Let me know if there's something I can check for you!

Flipswitch by fusionnist 2017-08-02T14:13:29Z

I like the concept! Simple enough to understand and pretty hard to beat :)

Bonus points for the retro audio and visuals.

Keep Shoveling by Twaldigas 2017-08-02T13:25:58Z

Great concept! You should keep building up on this, it starts to be pretty solid.

I think the grayscale visuals are cool and largely participate to the general mood, but in this case you should probably use something else than color for UI elements. For example shape: smaller hearts, or skulls instead of white hearts when you lose hp would be more readable. For the energy level, you could use the amount of smoke instead of a gauge. The color contrast is a very good fit for highlighting gameplay elements though (like you already do for the bullets).

Hope that helps. Good luck for the future!

Keep Shoveling by Twaldigas 2017-08-02T13:29:26Z

Also support for game pads would be a nice addition for future prototypes, once you do it for one game it's generally easy to re-use ;)

Asolar by krunoslav 2017-08-02T11:22:32Z

I enjoyed this game a lot! I like the anti-simcity flavor. Destruction rather than creation :)

It was difficult to understand the actual goal at first. I thought I had to search for the power plants and only destroy them. Then I figured it out, but I think the feedback for the player could be improved to make things more intuitive and avoid getting lost: - Use some effect to show the area of explosions to understand more easily how much damage each bomb does - A gauge for the global level of energy would be easier to read - A gauge for the player level as well - Maybe some other feedback on how much energy decreases when you destroy buildings? So you could start aiming at specific ones - Direction of the power plants (maybe just some arrows around you) so you have an idea where you should rather go

I hope you plan to keep working on this project! It's very promising.

Asolar by krunoslav 2017-08-02T11:33:57Z

Also I just had thoughts about possible ways to give feedback to the player, and maybe instead of text or gauges it would be even more interesting to do it without UI, but rather in a contextual way.

For example, you could have the game happen by night, and have more and more light around when the city produces more energy, and some blinking effects when you destroy stuff and turn the energy level down.

Same for the player, maybe it could be a team, and more members come to join when you pass levels.

Electro Swing by Sauski 2017-08-02T13:12:38Z

The game kept crashing after a few seconds so I couldn't play it :(

I had time to see the visuals and animations look pretty nice and the character controller is smooth though! So eager to play!

LifeRunner ~~~O by ruba 2017-08-02T10:33:34Z

Your game is hilarious! The art is great too.

And it was pretty tough, I couldn't manage to win, I was always stuck at like 90% when there was lots of enemies and less bonuses :)

A local multiplayer mode would be really fun! And it would fit your theme very well ;)

Despotism 3k by NikolayKuznetsov 2017-08-02T12:16:30Z

This game is great! Cool concept, and I love the creepy atmosphere.

Just a few suggestions for polish: - The reproduction center should show +2/-2 to be more consistent - The food counter overflows when over 100 - When the food production broke, I tried to remove some people from it right after. It was stuck with 8/10 people and I could only add or remove 2 more until the end of the game. I don't know if it's on purpose because it broke or a bug :)

Hoverboard Electrician by Odd1In 2017-08-02T11:45:35Z

Nice little game.

In case you plan to keep building up on this concept, or for a future project, I think it would be interesting to improve how your character controller feels. Right now it's a little bit stiff (in my opinion). Maybe adding some inertia and some controls to accelerate and slow down would help.

November Hail - LD39 by alexJ 2017-08-02T13:57:00Z

Nice game, despite the few glitches people have already described I enjoyed playing it!

Some suggestions to improve quality for future game jams:

- Character sticking on walls: the usual reason for this issue is there's too much friction. I don't know how you setup physics properties in your case, but generally you want to set 0 friction and 0 bouncing for characters collision to be able to slide along walls easily.

- Character sliding too much: the best way to avoid frustration when your game involves some platforming is to start with a lot of linear drag on your character controller (the velocity should be 0 when there's no player input). This way you make sure you can deliver with the best possible accuracy, and then you can change it back to just a little bit of inertia later if you have some time left to polish and you want to make it look smoother.

- Game pad support: it seems it would be easy to add in your case because I can already move with the game pad stick. But the buttons don't work, and that would be a nice easy addition you can re-use through different game projects.

Light Switch Crusader by TedScottPilgrim 2017-08-02T11:00:34Z

The story idea is great and the execution is generally pretty clean.

Things I particularly enjoyed: - The voice over is hilarious (this guy seems really serious about it) - The cat animation is hilarious (it's a bit rough on the edges, but I really like the cartoonish look) - The music is good

Things you could polish: - The character slides a little bit, might be useful to rethink the character walk. You could for example start with perfectly responsive controls, then change the animation speed depending on the actual character speed to make it fit perfectly. - Since one of your game mechanics is about looking for hidden objects, I would expect to have more options to do so as a player. I think what could help would be either to have some kind of manual control over the camera, or see objects through transparent walls (maybe just around the player). - The lighting seems very important in your theme, so you should give it a lot of attention. It's already pretty nice, but playing with some contrast between fully lit areas and dark areas would probably add a lot to the feel. Maybe the initial lights could affect larger areas, so when you turn them off large spaces of the world become dark.

Anyway, congrats for your entry!

Times New Robots by Alex Tantum 2017-08-01T17:24:22Z

It's nice! The atmosphere is cool and with some polish this concept could make a great game.

I would suggest to focus on the character controls first, in order to make the movements smoother. Right now it's a bit difficult to move around without getting lost or bumping into stuff. Maybe you can think about switching to 3rd person camera, that would surely help.

Then when the feeling is good enough and you know how the player is going to move around, you can more easily balance the multiple game variables: enemies speed, weapon damage and batteries.

Also, bonus points for the music :)

There's No Place Like Home by Remzo 2017-08-01T15:55:46Z

Really nice! Your game is visually interesting and the concept is promising. I like the mysterious atmosphere and the possibilities around exploring unknown objects and testing interactions.

About my playthrough: I enjoyed the trial and error mechanics. In order to figure out what's going on, I started again several times to try different things.

I didn't manage to escape or to use the TV set (?) in the right side. I don't know how other people manage, but maybe the difficulty is slightly too high? After some time it started to become frustrating when I was stuck on my attempts to fill the energy level, put the shield on/off and avoid meteorites at the same time.

As a suggestion, more feedback on the incoming meteorites might help. It could lead to a more solid gameplay by letting the player strategize a little bit to order their different actions, once they understand how it works.

Hope that helps :)

Li'l Icarus by PouleyKetchoupp 2017-08-02T06:20:17Z

Thanks everyone for playing and posting constructive feedback!