Foon → Ludum Dare Explorer → Users → PsySal
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥉 | 2008 | 13 | Roads | Night Cruising | compo | 4.20 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2008 | 13 | Roads | Night Cruising | compo | Theme | 4.73 | |
| 🥈 | 2008 | 13 | Roads | Night Cruising | compo | Innovation | 4.13 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Po | Cm | Te | Jo | Tw | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2012 | 23 | Tiny World | Craemle Zone | compo | 308 | 3.18 | 2.64 | 3.39 | 2.63 | 3.71 | 3.43 | 2.82 | 3.41 | 39 | ||||||
| 2011 | 21 | Escape | Major Tom Rocket Driver | compo | 88 | 3.38 | 3.06 | 3.50 | 3.88 | 3.13 | 3.44 | 3.00 | 1.88 | 1 | ||||||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | The Alone Sword | compo | 150 | 2.89 | 2.71 | 2.89 | 2.96 | 3.11 | 1.54 | 1.88 | 2.00 | 3 | ||||||
| 2010 | 17 | Islands | Whales of Aelia | compo | 17 | 3.68 | 2.97 | 3.97 | 3.81 | 3.39 | 3.97 | 2.20 | 3.10 | 13 | ||||||
| 2009 | 16 | Exploration | Hunters of The Northwest Passage | compo | 48 | 3.07 | 2.67 | 3.30 | 3.89 | 2.85 | 2.00 | 3.18 | 3.23 | 8 | ||||||
| 2009 | 14 | Advancing Wall of Doom | YOU GOT A DEMONWALL! | compo | 22 | 3.59 | 3.50 | 3.73 | 4.00 | 3.64 | 3.41 | 3.24 | 3.27 | 3.23 | 2.73 | |||||
| 2008 | 13 | Roads | Night Cruising | compo | 3 | 4.20 | 3.87 | 4.13 | 4.73 | 3.87 | 3.63 | 4.33 | 3.53 | 1.70 | 3.29 |
Just pure awesome. Great new mechanic, fun puzzles, cute story tie-in. I got the "No time to explain" easter egg as well but the ending was still a surprise.
Really cool and interesting game. I like the indirect mechanic of directing the dorfs by pointing your light. Your lighting system is (of course) awesome. I like the flavour of the graphics overall, they are consistent and simple, appropriate for an LD. Excellent game.
Ah, super cute game. I love some of the little touches, like how the kitten mews when she is being swept away by water, and how she appears in the river (and you have to rescue her.) Also the ending was perfect! Cute game that made me smile a bunch of times.
Cute game, quite enjoyable. I like that the story is based around the infinite ammo bag, which is never really explained in the context of games. Truly that must be the most magic item of all! =)
This is an interesting concept, gameplay-wise. I can tell a lot of work probably went into balancing this but it is not intuitive enough yet why NATO bombs where they bomb or what effect troop movement has. It might be interesting to see a cross-hair where a bombing is to take place, and have troop movement in real time (i.e., you see your troops moving, and see the crosshair respond to their movements.) However this is ludum dare! =) Bottom line is I did like the gameplay concept, it was just difficult to get a sense of strategy because the bombing seemed arbitrary. (I did read your notes above, which were important!)
Cool stuff. I really like the idea behind the bendable paper clip, might be interesting to have a game where you can only bend the clip so many times before it breaks. Nice variety of things to do here, even without adding any code you could probably expand this into a decent-sized quest. Good job!
Really solid little game. I really like the ship designs, and the core concept is excellent. I didn't seem to be able to survive very long, and/or collect money (although I did manage to shoot down a ship with my pea shooter...) Anyhow, would love to see this expanded with missions/etc.
I actually played this for quite a while. I really dig the move-attack style battes, which always remind me of Hydlyde. I made it to level 10 and the bottom of the map and was working my way right when it crashed. The simplicity of this game concept is one of it's strong points, for sure.
Fantastic game! I really enjoyed the puzzles here, needless to say. Didn't quite beat it but awesome nontheless...
Hey guys, I have put an important HINT as well as a spoilerific walkthrough that should help with judging. They are on the game page, linked to above...
First, this ran pretty good even on my netbook, which I wasn't expecting-- cool!
I really like the core idea here, and the atmosphere as well. The text taht the Eye of Sauron (well I'm calling it that) gives when you step outside is creepy. However I feel like it doesn't quite coalesce into a solid gameplay mechanic, even after reading the spoiler I don't feel that motivated to try for it because ultimately I'm on rails until the point at which I can attempt my escape.
I did make a few attempts elsewhere and perversely enjoyed being shot down by laser.
Lots of fun, solid concept, good execution.
I do like the "jiggly" motion, but I also don't like it. I guess I wish there were better cues for collision, I couldn't tell if the positions were on a grid +/- a little bit or if they were just random offset.
I wish I could kill the paparazzi by running them into cars, of course that would change the game significantly.
Good job, quite challenging to get that last $ and cab!
Grr! I really wanted to keep playing this, but was in the end just too frustrated by the difficulty of the jumps. There seems to be a slight input lag, or something, so lots of times I felt like I pressed "jump" while still standing on the ground, but fell down anyhow. :(
I played it a few times with the falling blocks but it was just way too hard-- without them (on "Very Easy") it's much more manageable. I think I made it until about the 6th room or so! Good job, just wish the jumping was a bit more forgiving (maybe code in an "air step" where you can still jump even after a frame or two off the edge of a block.) Level design seems quite solid, too!
Don't have a smartphone, but it's great that you made a droid game for this competition. I can't vote on it but I'll put this comment here so the system knows to give me more to vote on!
I like the concept, which seems to be a tower defence game but where you also control a character. The basic mechanics are in place but it's too easy to just sit still and press a key to stab in the appropriate direction when an enemy comes by. Keep making games!
Hey, this was really a lot of fun! I really miss having sound effects, but that's my only real complaint.
One problem I did have, the first time I played there ended up being sooo many bugs on the screen, and not many flowers. I feel like if the other bugs get the upper hand, they should try to destroy your nest, or something along those lines. I.e., a losing condition if you don't make enough headway against the other colonies. As it was I just had to restart the game.
The other thing is it's sometimes hard to spot your own bug when you first (re) spawn.
But, whatever. This was cool and fun!
Looks cool, unfortunately I don't have a mac that will play this. So I won't rate it.
Wasn't able to get this game to start, either by double-clicking the .jar or the .bat. I'm using Windows 7 home, haven't had any trouble with other java games so I'm not sure what's wrong! So I won't rate this game.
I do like the idea of a game taking place in a bookshelf, though!
Not bad! I sort of expected a twist ending but wasn't too sure what was going on, the final screens put things together nicely. Thanks for putting thought into the scenario, I enjoyed that.
I especially like the way you interpreted "tiny worlds" which I take to be, "a world inside someone's" head. This is a great use of the theme.
The game itself is a little rough around the edges, I know it's silly to say this about an LD game made under such constraints but if you polished things it would increase the dramatic impact greatly.
Good job, I really enjoyed this!
I like this as a core concept; the idea of guiding different missiles (mini planets?) to targets in a multi-tasking sort of way seems pretty solid foundation to build a game on. The fact that the mini planets need to not hit incorrect targets actually I think gives potential for a lot of depth.
I gave somewhat lowish scores but only because the core idea was not quite developed enough for me. For instance I would have really liked to have a score or goal, some level progression, etc.
I think you should make this into a full game. If you had a level progression with fewer growing to more targets, generators, and targets of different size in different locations you could use just that to build a compelling game.
Cool concept!
Great concept, this is really quite fun. Nice use of the theme and great to see a new mechanic. Levels were balanced and took a lot of thinking to beat.
I only got to "level 3"; I wish I could start at the last level I finished, since it was tedious to play the first level so many times before getting to try the second. It was lots of fun figuring out how to beat the second level however I didn't want to have to replay everything to get to the third.
Anyways, great game! I'd love to see it made into a full-game.
I like the core idea here, the fixed viewpoint makes it difficult to shoot meteorites depending on their angle of attack. Never played a 3D missile defender before!
Seems really good, however it is just incredibly dark for me. I know that might seem like a silly complaint given the title but it renders it basically unplayable. I wish I could have gotten more into it but it really was just too dark.
Sorry I know that must be a frustrating comment to read, it looks like a really admirable effort! I did manage to get control of the cockroach and find the key but my eyes were just tired at that point...
I wasn't really able to play this as the controls were laggy by a second or more. The game ran fine, just the controls were laggy. So I'll not rate it!
Definitely I like your interpretation of the theme, and "inner space" shooter is a nice genre. Controls are a bit frustrating due to the limited number of bullets, and some enemy patterns would really add a lot.
I like the graphical presentation a lot, in terms of menus, and the design for the enmies is also good but it would be so much more fun if the enemies were just animated, even a little bit. I picture their little tendrils wiggling, or bodies inchworming/turning/etc. But I know it's LD and you can only do too much!
Still the biggest suggestion I have would be to adjust the rate of fire. The way it works now it looks like you are allowed always two bullets on the screen. Sometimes when I hit the C key I get two bullets instantly, other times I get one, so it's almost like there is a very-small-delay auto-fire but coupled with a low number of total bullets.
Anyhow, great concept and overall I did enjoy this!
Nicely done on the music, together with the story it set an interesting mood. I also like that you did something different in terms of interactivity, so I give you high marks for innovation.
I found the "I should press x to..." to be kind of distracting, because it's in the protagonists voice. Why not introduce a narrator or just have hover-overs, that can be accepted without breaking the fourth wall. But maybe that's what you wanted? Hmn...
Anyhow, interesting game! I like the story and overall feel a great deal.