The developers conundrum by nilstastic 2014-04-27T20:29:00
Rather neat. ;-)
Foon → Ludum Dare Explorer → Users → rainybyte
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | 👥 | Lambball | jam | 626 | 3.16 | 3.42 | 3.25 | 2.98 | 3.11 | 3.42 | 3.58 | 3.15 | |
| 2024 | 55 | Summoning | 👥 | Servant of Lord Doof | jam | 1173 | 2.73 | 2.69 | 2.54 | 3.44 | 2.86 | 3.06 | 3.43 | 2.88 | |
| 2014 | 30 | Connected Worlds | Walled In | compo | 1002 | 2.72 | 2.36 | 2.26 | 2.29 | 3.52 | 3.33 | 2.95 | 44 |
Rather neat. ;-)
Well, it works. (I think). It is not very well-designed in my opinion. I see what you are trying to implement in the mechanics, but it is too much affected by randomness. For example: randomly mining-not regulating- got me a score of 6360.
Nice concept.
Also needs a mute option.
Probably won't play it until this 2-3 hour long playlist is over. If at all.
Very cool concept, but I feel that the interface is ill-conceived. Hard to work with, but a good concept anyway.
Controls kept locking up. When it worked, however, it is a novel concept and a good game.
@kidando: thanks for your comment, I do plan on working on the game afterward, and will have to find some way to post the location of it as I update. The opponent script was being written right at the end, but I had to leave an hour before deadline, so they are useless. :/
Updated description to give more detail for those who want it.
Made me chuckle. I don't like how easy it is to screw myself, and it feels dirty to have the sigil/rune thing spawn in the same place it JUST failed at.
I'm super glad to see a more creative take on the theme. Good humor! This kind of thing could be a silly game whether left as it is, or expanded upon. Is the focus draining slower in tutorial? I feel like it suddenly gets harder if you aren't doing the tutorial
Totally agree with @timur-bahadir I threw it onto my Steam Deck to play because of the mood, aesthetic and audio. I just wish I didn't keep falling through the ground. :(
Impressive! The art style really draws you in.
The mechanical split between the types of platforming you should use toad for and the types you should use hen for is really engaging. It's a tiny bit frustrating at the moment but if you go anywhere with it, I can totally imagine a portal-style line of initial levels / puzzles to help the player master the dynamic and gamefeel.
@gamesplusjames Even more fun now that I re-exported! Someone informed me that I messed up in the late-night export, so it should actually work now XD
I ported from csharp to gdscript and made a Web export at https://rainybyte.itch.io/servant-of-lord-doof if anyone is interested.
@fabula-rasa Thank you so much for your detailed feedback! I love your Godot plugin and greatly enjoyed your game! Yes we have a handful of bugs in the key area: the quests/tags. As you and @nazorus and others found, there are a couple broken ones. I made this 'elegant' system on the expectation I'd have a data-driven way of generating the QuestMarker nodes.... and then never made the tooling, so it's AWFUL if you write the quests by hand -.- lessons for next time I suppose! @kallico intends to flesh out the original vision, at least the scoped down version of it, a less-buggy Great Hall where Lord Doof attempts to spear you if you take too long.
Also thank you to @olddog, @nadia-pixel, and all others for leaving us comments and ratings.
@james-7777 a pointer to the tasks would definitely be helpful, I agree.
@braktheman you know, I still haven't figured out how to the constant world-space viewport in Godot, if I figure out how to make it happen, I'll make sure we get it in @kallico 's version 2.0 :D
In the end, we are aware it's really rough, and while I don't expect high marks for graphics or fun, I do hope you all enjoyed our interpretation of the theme, and our attempts to fill the little bit we had with our own brand of silly quirky humor. It would warm our heart to know that we made joy in the
We have fixed all the bugs in the Jam release, meaning any new additions from here on will be new features, and won't be shown here. When we get our v2 out, it'll probably be on the itch page. If you enjoyed the game before, but ran into a bug, we'd be grateful if you could give it another look and let us know if it's fixed. (also you wouldn't want to miss any of the voicelines from @kraftbart)
To anyone still interested, we made a v2 that more closely represents what we would have loved to put out for the jam. It's in the description as a separate link. Discussion about it should be on its itch page. Enjoy! :D
The core mechanic takes a moment, but then it's actually really neat. I wish there was a bit more control over the actual unit selection as opposed to "find longest word w/ max combo", but it's fun! That map pan was *chefs kiss* XD
What were the inspirations? I'm getting some 'Repeater' vibes, to some degree.
The "Up to you to figure out the correct combinations" aspect is better in theory than in practice, IMHO. Definitely agree with both @def-mane and @darkwolf.
Game breaking bug for me (playing on chrome) When exiting a room during the YOU FOUND IT animation, you get stuck in the smile pose and are locked in place. There fore unable to progress. Happened two different times, once with the foot, once in the light switch room.
Really cute and relaxing! It reminds me of something you'd find as a minigame extra on the GBA or GBC
Back in the day I lost many hours to playing similar block physics sims, this took me back haha. The control positioning is a bit tricky but I honestly can't judge. Even mainstream applications struggle to get 3D orbit and positioning feel good.
Couldn't get it running on my linux machine. I'll try to check back later to see if you get the windows cross-compile or the web build working
I agree with @skullpaca the installer is definitely not as good as a zip. Giving admin privileges to strange downloads is risky. The game is a neat base concept. I don't think the player should name the brews, actually. It's a bit jarring. Also apparently one of my potions crashed the game, and I don't know why.
Thank you to everyone for playing our game, and for your kind comments and constructive criticism! I'm happy to see that all of the weak points in the present implementation of the game (static door, being able to skip levels, randomized placement causing player frustration, and unbalanced lategame) are on our radar as "things we wish we had time for". I think that 3:1 sheep:wolf ratio worked well, but that totally random placement made things too arbitrary, and maybe we could design a solution around that, at least for where the wolves spawn. From there it would be mostly polish and such. If we work on it in the future, maybe that's where we start, followed by an art overhaul :)