Foon → Ludum Dare Explorer → Users → qqcs
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | 👥 | Aphotic Aquatic | jam | 1099 | 3.54 | 3.37 | 3.49 | 4.00 | 3.80 | 2.60 | 3.62 | 3.55 |
Neat chain mechanic. Grab/drop on Left Ctrl took some getting used to.
A game like this where you need to keep your comically large pet monster from doing *too* much damage to a town might be fun!
I often can't find a wraith and there's not much I can do about it. Having the pillar start with a little energy might help the player get going.
At the time of writing the link gives a 404. I'll be keeping an eye on it though, sounds like an neat concept.
Game is up now! Could you add to the game notes what effects money? After going broke in 1942, I stayed broke and couldn't do anything but stumbled into a win anyways. The chalkboard aesthetic is nice, It'd be cool to see the map in that style too :)
Very nice! Entertaining writing and great art style.
Got somewhere into the 40's. Died to four lane road. Cute graphics and audio! Ditto having call on a different button. It's very easy to start panic-clicking and have nothing happen.
EDIT: Oh this was compo? :thumbsup:
An FPS? With the theme we got? Nicely done!
After a bit I figured you can bounce projectiles off the walls and ceiling to get around guests which was fun. Increasing the frequency of requests over time would have added a lot.
If you're able to in the future, rate and comment on other games so people can see your game in the list!
Got to 20 odd days. As others have said, having to click on each character just to check is chore. A quick fix might be to show the bars in the empty space just outside their rooms. Something more effortful (and I might guess it was intended given more time) would be to show the characters doing their scheduled task (sleeping in bed, working, practicing) and have the buttons be their bed and workstations.
Overall, nice bit of resource management with great art and soothing music!
Nice looking tower defence (remember to credit your assets!). Ditto on not being able to get past the second level because of only having one tower.
Being able to push water around with your ship might help make the waiting go by faster. Overall this could turn into a peaceful gardening type game, if not for those green nibblers. :)
Neat idea. It's an escort mission that isn't frustrating.
The laser walls don't seem to do damage as described.
Stacking ASCII to make the models is cute!
"Every pitch a hotdog for me to devour." :ok_hand:
The graphics are crisp and the music and audio are brilliant! I'd forgotten about the heater by the time I got to it so it really caught me off guard, in a good way. Overall it feels like a nicely rounded entry needing only little spots of polish that others have mentioned!
Got to 10-or so points off some lucky jumps.
The amount of time you have to react is really short. Giving more telegraph time to start and shortening it as you progress would help ease people into the game. The left/right movement also felt too .. floaty? As in it took a little too long to change directions.
Overall it's got some good bones and makes great use of the theme!
Solid take on the genre! The sounds are punchy, and the graphics are crisp.
Some parallax on the background stars would be a great touch.
Great take on resource management. Overall it feels very polished save the communication issues that've been talked about.
If you ever need to explain anything that isn't clear feel free to put it in the game's description here. Sometimes we've all need to slap on some last minute explanations :)
Nice art! Remember for the future to rate and comment on other games so more people can see your game.
No shame in a pure text game. The pacing and variety of options are good. I personally prefer this shorter style of writing as opposed to long stretches of text without options. It keeps me more engaged with the story and lets me imagine what the world might look like.
The text after the option "It started when he left the guid[sic]" seems to be rather abrupt. Was there intended to be something else instead of running away? There are quite a lot of errors, most are minor typos but some like "Run out here" are unclear. I guessed that meant "Run out *in the open*", but the result is more like "Run out *of* here".
You do mention you're a non-native English speaker. Well done on working on narrative game as an entry! (Also, everyone go peek at their art: https://www.artstation.com/limbo)
The link goes to a 404! Check if you've set the game to published and not draft!
This is a neat take on the planet defence game. Surprisingly enjoyed needing to make a gravity turn to get back into orbit.
It took a few tries to explore the layout of the ship. A pretty reliable way to win is to immediately turn on the oxygen generator and then just camp with the alien, only stepping out to restart the reactor and occasionally step out to fix holes. I never used the shields because asteroid fields just didn't do enough damage.
I think a minimap or pointer isn't strictly necessary, but an image of the layout of the ship would help a lot. That said, the ship is strangely empty yet busy. As in, there are rooms that have a lot *stuff* (chairs, desks, lockers, etc.), but those rooms doesn't have anything you can do in them (besides fix holes). Because there's no reason to remember those rooms, it's harder to keep a mental picture of the ship. Of course, adding more gameplay takes more time, so instead you try making the ship smaller. With that you could make asteroid fields more dangerous without feeling impossible, and make shields a viable option.
I would have liked to listen to the music more, but I had to turn my volume down after being deafened by a hole right next to me.
Overall though, the game makes good use of the theme and when things line up there's hints of *Overcooked* or *Lovers in a Dangerous Spacetime* in there!
Have you ever played [Hammerfight](https://store.steampowered.com/app/41100/Hammerfight/)? It's got a similar combat mechanic.
Ditto missing the feeling of impact. It was strange that there was audio for hitting an enemy weapon but not the enemy. Some physics based smacking around would also be a great addition.
The link leads to a 404 page! It might be that you need to set your game to publicly available.
Check if your game is set to published!
Played using keyboard and mouse. I found it hard to control bouncing the universe, so I ended up doing pacifist runs. Once the big baddies move behind you they can't move forward easily so you can take your time baiting them into the the kill wall.
The universe felt too hard control *and* fragile. Might be neat if the universe ball could be used as a weapon becomes vulnerable after a few seconds.
Great wacky art and music!
That's the link to this very page :)
Real link: https://ldjam.com/events/ludum-dare/46/viva-la-revolution-1
Hey there, you need to upload the rest of the build files as well, not just the .exe!
Lovely art! But the assets folder you linked is empty!
If the bird targets the baby the game is hard. If it targets you instead, it's very easy to just fly in a circle and not lose. Space bar doesn't seem to do anything.
Remember in the future to rate and comment on other's games so people can see your game!
You achieved your goal of getting into Godot! Hopefully you can make it out to the next Ludum Dare too. (Hello from the LRR discord.)
You mentioned your brother not having good song. It's a Ludum Dare. *Some* background audio helps a lot. Jam random notes in key and it's better than nothing.
As for finding the right difficulty a quick way is to make the game get harder over time. Start somewhere slightly too easy and get harder from there. In your case the easiest way might be to make the objects fall faster each time. Eventually it'll get impossibly hard and that's fine. It gives an "ending" to your game as opposed to going on forever.
And try not to antagonize your players.
Took me a more than a few tries to get a win. Discovering and establish a winning loop of battery charging works really well as a mechanic. The directional audio is surprising atmospheric.
Not being able to see your progress when booting up a computer was a bit frustrating. I think locking you in is fine, but having some indication would be helpful. Maybe use a longer bootup audio that matches the how long the action takes? It'd also be neat if you could determining battery charging progress by audio. Maybe by a changing pitch? Giving the players more things they have to listen out for might be interesting.
Overall a great entry!
The options menu is much appreciated.
Having the camera "reset" after you're done firing is disorienting. Gave me a bit of motion sickness. Especially if you've held the trigger down for a while. If you've only got the time for one gun I would recommend a shotgun. It's a little easier to convey a sense of impact with them.
It's got an overall great aesthetic!