Flea Patrol by Sviborg 2024-10-12T19:41:57Z ♥ 1
Great interpretation of the theme. I had sketched and abandoned something similar---I'm so glad to see someone pursue it into a playable shape!
Foon → Ludum Dare Explorer → Users → pvg
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | Fish Face | compo | 2.38 | 2.33 | 3.00 | 1.33 | 1.50 | 3.63 | 3.00 | 3.33 | |||
| 2024 | 56 | Tiny Creatures | Space Critter Rescue Mission | compo | 3.00 | 3.25 | 2.75 | 3.50 | 2.75 | 4.25 | 3.75 | 3.25 | |||
| 2024 | 55 | Summoning | Orbitals | compo | 3.33 | 3.17 | 3.56 | 2.56 | 2.78 | 3.17 | 1.67 | 3.06 | |||
| 2023 | 53 | Delivery | Mr. Delivery Man | compo | 4.00 | 4.14 | 4.18 | 4.18 | 3.55 | 3.77 | 4.55 | 3.50 | |||
| 2023 | 52 | Harvest | Ol' Limberlegs | compo | 3.30 | 3.80 | 3.50 | 2.75 | 2.70 | 3.38 | 3.50 | 3.00 | |||
| 2022 | 51 | Every 10 seconds | Base Defense | compo | 407 | 3.00 | 3.05 | 2.76 | 3.18 | 2.58 | 3.13 | 2.83 | |||
| 2022 | 50 | Delay the inevitable | Bomp | compo | 224 | 3.59 | 3.81 | 3.53 | 3.19 | 3.31 | 3.37 | 3.00 | |||
| 2021 | 48 | Deeper and deeper | Goober Bros. | compo | 640 | 3.18 | 3.26 | 2.66 | 3.32 | 2.90 | 3.08 | 3.21 | 3.06 | ||
| 2020 | 47 | Stuck in a loop | Orbital Blast | compo | 463 | 3.13 | 3.05 | 2.05 | 3.13 | 2.85 | 3.30 | 2.00 | 2.96 | ||
| 2020 | 46 | Keep it alive | GOOFBALL | compo | 821 | 3.08 | 3.13 | 2.00 | 2.53 | 3.80 | 3.38 | 2.65 | |||
| 2017 | 38 | A Small World | Subpar Melee | jam | 3.00 | 3.00 | 1.00 | 2.00 | 2.00 | 1.00 | |||||
| 2014 | 29 | Beneath the Surface | Summoned | compo | |||||||||||
| 2013 | 28 | You Only Get One | Please, Sir | compo | |||||||||||
| 2013 | 26 | Minimalism | Catch the Falling Things | compo | |||||||||||
| 2012 | 25 | You are the Villain | Reverse Gyruss | compo |
pvg leaves an average of 5.5 feedback comments each event.
Great interpretation of the theme. I had sketched and abandoned something similar---I'm so glad to see someone pursue it into a playable shape!
Awaiting a shotgun DLC for taking out that owl...
I like how the initial "room" sets up an expectation for the rest of the experience.
"kaboom" -- excellent. The rest of the sound effects were also cute, but this initial one, it cracked me up.
It's a nice, relaxing game.
Good TripleTown vibes. Is there a pattern in the upcoming pieces? I wonder how it would change with the number of look-aheads the player gets.
Fun interpretation of the theme!
It works in wine on Linux, which is nice. I thought about the "Deliver us from evil" line as well when I heard the theme. I dropped the idea because I wasn't sure what to do with it. I am glad to see someone else picked that up and ran with it. I wonder about how well ideas like spiritual warfare can be represented in a game like this. That probably takes a multi-year dissertation rather than a weekend jam. Cheers!
Wow, pulling together a deckbuilder in a weekend? Nice job!
I love a good "throw things with physics" game. I wonder how the experience would change if the physics were less floaty--if the gravity and forces were turned up? It might be fun to try adding momentum to the packages as well. Anyway, it's a good jam game, and it would be fun to try some other experiments with this design.
Made in Scratch! Cool, I don't see that very often, but I'm glad to see folks using it for creative purposes. The sound effects here really make it.
This has a great feel for a jam game. The ... cabbage submarine? ... is just responsive enough for these tight bends. Unfortunately, I wasn't very good at it, so I won't be posting my score :)
This is a good first Ludum Dare entry! I'm glad you were able to join the event.
In the game, it wasn't obvious to me at first that time was going up. Now I realize I have mismanaged my field and need to wait a long time for anything to happen! Is there an end game or score goal, or is this more of a toy / simulation?
Good core gameplay and great match of the music to the world. I wasn't sure at some point if there was more "stuff" going to happen in the game: I understood the controls and had a good run of creating zombies, but then I wasn't sure what to do next, or if that was already the climax.
Fun little puzzles. The embed here on LD doesn't have the right dimensions, but the one on itch was playable if I maximized my window. Unity probably has some export options to deal with keeping aspect ratio when embedding--I know Godot does, but I haven't used Unity in a long time.
FYI I did hit indeterminate states where I had both won the game and the timer ran out. I got a respawn animation and then the level ended.
This is a fun idea. I like exploring it as a "toy," and it's interesting that folks turn it into a "game" by adding goals (make the biggest tree!). Ten seconds feels like a long time, and I wonder if more variation in the music would be a nice reward to the player who stays longer.
It gets hard fast! As some others have said, making the "main menu" also be a level was a very clever twist. Well done!
This is great. I love the simple elegance of it, and the soundtrack is perfect. I would have liked the difficulty to escalate just a bit faster. I was also surprised to find that you really just need to tap the area rather than spend time on it. It might be an interesting design experiment to look at longer "drill" times.
Nice visual style. Thanks for providing a Linux build! I wonder if there's a bug in it though since I see earlier comments mentioning music, but I'm not getting any here.
I would have liked some escalating difficulty. I know balance is awfully hard to work into 48 hours, and I'm sure like all of us, you have more ideas in the notebook than time to integrate them!
Like a lot of others, I died many times... but I kept coming back for more, so I think that means it's a good entry!
Very nice interpretation of the theme. Visualizing the shadow of the flyswatter is a great alternative to just a simple timer.
There's a nice atmosphere here, but the precision jumping is a bit too hard for my tastes.
There's a nice simplicity here. I paid for my mistake of trying to get satellites going in two different directions!
I haven't seen a Java game in a while, but I used to build a lot of games in Java. Is your source code available? I looked at that ZIP file but it looks like jre stuff.
EDIT: Oh! This is a jam game, not a compo game. That explains the lack of source. I'd still be curious to hear about your toolchain if you want to talk about it.
I like the look and feel. The art and sound go well together. It wasn't clear to me what my objective was. I assume I was getting points for the number of rooms I explored, but this could be more clear in the gameplay or instructions.
There are some nice unexpected twists, but I felt like I was pressured to not enjoy the humor because of the time limit. That's an intriguing balance. I wonder if a visualization of the time remaining would help make it clear how the theme and gameplay work together?
It made a lot more sense to me after I read the instructions. I thought the hand was throwing "rock" repeatedly until I survived for the first ten seconds! I think it could be improved by some audio effects. I see that they are in the project, but they don't seem to be in the running game. Also, it's worth looking into how to export for different platforms so that players don't need to download your development environment.
This is a great interpretation of the theme. I am not sure about hiding the goal in that last level; it made it hard to know if I was making any progress, and I think an action-programming game lives or dies on the sense that choices are meaningful.
I enjoyed the simple, retro-style graphics and sounds.
The interactive narrative made me chuckle, but (spoilers!) my favorite part was the experience of simply trying to get out of the game.
Nice work on the combination of diffusion from the inside and encroachment from the outside. This is a great exploration of the theme.
Nice work. The core mechanisms are clear and simple, and all the extra surprises bring delight.
First released game? Well done! I was also kicking around a "Missile Command" idea for a bit. It's fun to see other folks go in a similar direction. You made nice the use of the camera to get in and out of the game.
Also, I think our games used the same cool font :)
Clever interpretation of the theme, and an ounce of social commentary to boot.
This is an excellent compo entry, a lot of quality stuff packed into 48 hours. Well done! One thing that surprised me was that it seems to take zero time to get back home. I wondered if this was an intentional decision or just an artifact of the time constraints.
First Ludum Dare? Very well done! I appreciate the exploration of co-op gameplay. The visualization of flooding was interesting as well.
15 for me, too. This is an amazing interpretation of the theme... and it even includes one of my favorite Eric Idle jokes.
Cool, I made a similarly-themed game a few years ago for GGJ based on whistling. It was a lot of fun to make, but probably bothered some other jammers...
I was holding down keys to keep moving, and it got "stuck" with moving in one direction. I suppose I should not complain, because this ended up taking me right to the treasure! I was pleasantly surprised a little bit into the game when I found some fish.
It's a bit too much clicking for me, but I'm not in the Minecraft generation. Make sure you play it fullscreen. I missed that recommendation at first and couldn't read the text around the HUD.
This was a fun little game to explore around. I enjoyed being able to browse the source code too and see a nice bash script and Linux CLI tools used to bring it all to life :)
Very nice interpretation of the theme. I enjoyed playing a few rounds and seeing what I could do with the upgrades. It's a nice feature for a 48-hour game.
I love it! I appreciate the little bit of unknown... you never know where those rocks and bombs will show up. My only criticism is that I couldn't really read my score at the end because of the brown-on-brown colors. But I'm sure it was an *amazing* score.
The game is good---but the family collaboration is great! I'm a big fan of making games with the family. Congrats to both of you!
I enjoyed exploring the hive world. I defeated the queen and am now ruling ruthlessly over 30 wasps. (I hate wasps and will try to take down their society from the inside.)
Is that really your first 3D jam game? Well done! Keep up the ambitious work.
Classic table-tilting mechanisms. I love to see these ideas explored in jams.
I am happy for the other people who love the music :)
This is a nice hand-crafted adventure game. I think the music sets a nice tone. Also, as a guy with a ton of Java experience, it's always fun to see libGDX still being used :)
Nice little puzzle game---just the right size for a jam. Good job!
Pulling together a turn-based strategy game in a jam is good feat. Gives me inspiration for the next time around :)
Nice interpretation, too bad the character doesn't get any delight from its job.
Nice classic text-adventure style. I've never used inform7, but now I think I may have to check it out.
Fun little simulation, strengthening my disdain for unicorns :)
I read your bio and was glad to see that I at 43 I am not the oldest person who loves the creative fun of Ludum Dare. We represent the C64 generation. Kids these days will never understand. Cheers!
Great job evoking the 80s theme with the palette and audio. Wonderful soundtrack. I've never played a game quite like this one, so kudos on that as well!
Nice work on a puzzle platformer. The audio is a good complement to the rest of the design.
I really liked your timelapse video. I might have to try that on my next jam project. The pressure of it might help keep me focused, too!
Very nice! Enjoyable little game, just challenging enough. I do wish the camera panned out a bit to show all the fish on my head. Also, seeing the fish continue to animate after dropping them was bittersweet in the best way.
In the Zip file for Windows, I think you have included much more than you need if you only want to distribute what is needed to run the game. The LD46 folder is not needed, and removing it would save you 740MB before compression.
The music and sfx are amazing for a jam game. Great job!
Nice aesthetic vibe.
I also found the second run of platforms to be difficult.
I'll join in with the others and congratulate you for using Ludum Dare as an excuse to make your first game. I had fun shooting ants. Like @generalsturgeon said: the more you make, the more you learn.
It's a fine little platformer. I wonder about the water-losing mechanism: maybe it would be a better match if you only lost water when moving quickly or something.
I tried downloading the source, but it crashed Godot upon opening.
I am surprised at the choice of keys to use in the game. I feel like using something like the arrow keys would make it easier to play. Of course, maybe it's not supposed to be easy!
I don't know if the humor is intentional or not, but "Suddenly, a chicken came out of the bushes" made me laugh out loud.
Is it original music? It seems produced to a much higher degree than the rest of the game. It is somewhat incongruous, but since the author didn't elect out of the category, I rated it as-is.
Works in Linux!
Needs more shotgun.
LD57 — Depths (1)
Abysm by APG 2025-04-07T11:33:35Z ♥ 0
The tentacles are nice, and the music really matches the mood.