Foon → Ludum Dare Explorer → Users → randomnine
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥉 | 2011 | 20 | It's Dangerous to Go Alone! Take This! | VIGILANCE | compo | 4.20 | |
| 🥈 | 2010 | 19 | Discovery | Beacon | compo | 4.33 | |
| 🥇 | 2004 | 4 | Infection | Commies! | compo | 4.33 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥇 | 2011 | 20 | It's Dangerous to Go Alone! Take This! | VIGILANCE | compo | Humor | 4.09 | |
| 🥉 | 2011 | 20 | It's Dangerous to Go Alone! Take This! | VIGILANCE | compo | Fun | 4.06 | |
| 🥈 | 2010 | 19 | Discovery | Beacon | compo | Fun | 4.29 | |
| 🥉 | 2010 | 19 | Discovery | Beacon | compo | Theme | 4.43 | |
| 🥇 | 2004 | 4 | Infection | Commies! | compo | Audio | 4.13 | |
| 🥈 | 2004 | 4 | Infection | Commies! | compo | Completeness | 4.48 | |
| 🥉 | 2004 | 4 | Infection | Commies! | compo | Humor | 3.83 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Cl | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | DEBUGGER | compo | 11 | 4.27 | 4.13 | 4.20 | 4.34 | 4.40 | 3.97 | 3.81 | 4.15 | ||||
| 2019 | 45 | Start with nothing | All I Got For My Birthday Was This Terrible Curse | compo | 43 | 3.96 | 3.77 | 3.60 | 3.93 | 3.81 | 3.82 | 3.70 | |||||
| 2017 | 40 | The more you have, the worse it is | OVERWHELM | compo | 59 | 3.94 | 3.60 | 3.02 | 3.52 | 4.12 | 3.69 | 3.80 | |||||
| 2011 | 20 | It's Dangerous to Go Alone! Take This! | VIGILANCE | compo | 3 | 4.20 | 4.06 | 3.65 | 4.08 | 4.06 | 3.96 | 4.09 | 2.79 | 29 | |||
| 2010 | 19 | Discovery | Beacon | compo | 2 | 4.33 | 4.29 | 3.29 | 4.43 | 4.05 | 3.14 | 2.67 | 1.85 | 14 | |||
| 2005 | 6 | Light & Darkness | Title Unknown | compo | |||||||||||||
| 2004 | 5 | Random | Title Unknown | compo | |||||||||||||
| 2004 | 4 | Infection | Commies! | compo | 1 | 4.33 | 3.88 | 3.18 | 3.66 | 4.12 | 4.13 | 3.83 | 4.48 |
I can't help but feel that games without a computer opponent are somehow cheating a little. Still, it's pretty cool.
Good use of 3D (perhaps the only). The pickups and suchlike are nice. :)
Takes a fair while to kill stuff, and it can get a bit tedious with large infections - but still fun.
Fun stuff. I enjoyed it. :)
HOT tens wating 4 u adriczero250745!!!! limted time offer!!
p.s. smooth scrlling would hlp a lot!!!
My vaffle! It ees covered in cheese!
No blondes and very little attacking.
Gets pretty hectic ^^
illume is FORTUITOUS. his GOAT EXUDES MILK.
Quality. I love the graphics... very smooth.
Sweet. The graphics are excellent - it all works well together.
Like the map style. You've almost inspired me to do a GTA clone... :)
Simple but cool.
Quirky, original, funny as all hell. Awesome idea and killer readme. :)
Couldn't rate fun... timing issues.
Sweet. Very nicely produced.
A triumph of modern medicine.
Good start to an interesting idea.
Cool - got the whole DDR thing going, yeah? The timing seems way over-emphasised, though, for both easier and harder.
Not half bad. The transitions in and out of levels are fairly sudden, and placement of zombies and civilians makes killing them all *first* a matter of luck as much of as judgement. On the upside, though - ze blood... mein gott, ze blood! It made it all worthwhile. ;) Fun for a couple minutes, anyway.
* randomnine infects survivor and uses him to escape
Fairly complete with the menu and the different levels. The game itself is somewhat lacking, though.
Nice (if basic) twist on Sokoban. The tried-and-tested gameplay is still fun, course, and nice job on the levels there.
With all these slurpy noises... mmh. Am I playing a game? Am I watching dubious porn? Either way, A+.
Ahh... the joys of an ambulance that brings with it not life, but death. I want one.
Awesome. Simple idea, but it's fun, involving and extremely challenging.
I rate Vaccinator better than smirnoff vodka, due to no distressing aftertaste.
Wahahaha. Quality work. The world needs more exploding goats (and fiddles!)
Nice between-level screen. Likey.
Funky. Handling that thing is pretty difficult, though. :)
mein gott! it's like a fully-functional dungeon crawler. you are my HERO.
BEST entry, though I'm not sure if you're allowed to submit Windows.
...well, it's Snake.
Intricate, tactical, other generally positive adjectives. Excellent take on the theme.
EricDB is AWESOME. he CLEANED my LLAMA. he has GONORRHOEA!!
The weather system was cool. Nice feature.
Pretty cool. The graphics are awesome, though the player ship, weapons and backdrop kinda let the rest of it down in this respect.
Looks pretty, but gameplay is perhaps excessively slow-paced and control is awkward.
Interesting little platformer. The music was good.
The fact that you can air-jump if you run off a cliff or bounce off a ceiling isn't obvious, and it seems strange that the tricky jumps once you make it outside rely on that. I think it'd be nice to make the movement a bit less precise and controllable and make the tougher jumps rely on the player mastering that instead of getting the awkward air-jump timing.
I wasn't sure where I needed to go once I got outside, and a few wrong turns led me back to starting a long section over again. I found that demotivating, but pressed on :D
Obviously more of a tech demo than a game, but it feels pretty good! I hope you continue with this and make it into what you wanted :D
Fits the theme well. The doppler effect worked nicely. Reminds me quite strongly of "Activate the Three Artefacts and then Leave".
Impressive. I gave up around 700 peanuts, as I figured I'd long ago seen everything the game had to offer. I hate to think how long I'd have spent playing if there was some higher purpose - some longer term goal - or some point to the collectables you were acquiring.
Wow. Thanks everyone! I'm really glad the story side of it is coming across well. I spent a bunch of time on special stuff to support the story I was telling and I was really worried it wouldn't pan out, so it's great to hear that you liked it.
31eee384: heh, yeah. I think that's what happens when 250 people make a game on the same theme! I'm still amazed that several other people did expansive, story-based platformers. LD rocks.
Benjamin: I don't know of any game that does this. It just seemed natural to me that they should aim ahead of their target.
Danik: Whether the full-screen mode works well or not depends, I think, on which resolutions your monitor supports natively. I guess a lot of people will get the effect you describe. I'll work on adding music soon for a post-compo version.
Thanks for your comments everyone :)
Really liked this! If anything the world's just a bit too big, so it drags on a bit - but neat execution of a great concept.
Good effort. I like the idea of hunting for asteroids to mine, it fits the theme well.
I got a nasty audio bug several times, where weapon sounds looped continuously until you fired again.
I like the atmosphere you created with the audio here.
Pretty clever. Definitely one of my favourites so far.
It felt pretty random how you did on each flight, but still, each launch made me smile :)
I liked how the first two spells worked together - that was smart.
Ladder controls were a bit fiddly.
Awesome game :)
Fun game. Controls and camera are very tight - it feels good.
Depth perception is a problem. I recommend lighting up particles near the ship, as if they were illuminated by the ship's thrusters, and likewise having some kind of shadow on the surface which indicates how close you are to it.
The game encourages tedious, safe strategies because the levels are so demanding (you need to collect a very high percentage of the blue particles; maybe reduce this) and unforgiving (you die very easily, and can lose a minute or two's worth of effort). All levels except level 2 are vulnerable to a single degenerate strategy - repeatedly flying parallel lines (in level 4, down the vertical axis, and in levels 3 and 4, looping around outside the sphere until a path is safe and free). Level 2 was far more fun because it was shorter (so risks were more acceptable) and forced you to really engage with the controls.
Awesome. Gameplay feels like Sparkster: Rocket Knight Adventures 2 and Yoshi's Island got together and had a stick figure baby.
Neat. The physics felt a bit rough - the rope disappearing every time you touched a wall is harsh, and your velocity when you detach the rope seems inconsistent.
You shouldn't ever require players to guess at the existence of and interact with something that's off camera.
I like this - it's a reasonably tough puzzler that could be developed nicely with a few more elements.
It's not conventionally beautiful, but I appreciate the work that's gone into the graphics. They're quite technically impressive.
Neat concept - but in practice the clones just end up as extra lives, since only the guy at the front can actually do anything.
SO MANY COINS
Need to tone down the upwards jump speed and aggressive bounce off the ceiling, but it's compulsive regardless :D
Pretty nifty. I hope you finish it :)
Nice! The block physics feels really solid, except trying to get the blocks into 1-block-high gaps early on. Good puzzle design. Please expand this, I want to play more :)
Awesome grappling and very shiny!
Please make a whooshy-air noise for when you're moving fast so I can stop making it myself while I'm playing. :D
Cool game! The jumps over the spikes are really tricky and I wasn't sure what determined how the enemy robots moved, but I liked it. And the music was neat.
Pretty... but very short!
superflat: thanks for trying it out! I'd love to know if it's still broken later - I'm not all that experienced with Flash yet so I can't rule performance issues out.
DrPetter: the main thing is that groups are bad news, so you need to assault people by themselves and run away if a group starts coming over like any good ninja/happy slapper. Running along the background in stealth mode (move up to the top of the screen and stop for a second) means even pissed off students you've already fought with won't see you.
I'll definitely work in a combat tutorial - I had one planned for the middle of the first cutscene but didn't have the time!
Good work! Fun little platformer.
The collision with the moving blocks is quite unforgiving, and the hat spike should work when jumping up into them for consistency. Level 5 - the [x] should protect you from [x] without having to hold 'jump', really, as it's pretty tough to figure out what you need to do.
A few checkpoints in levels 4 and 5 would be awesome.
Couldn't get this to work in IE or Chrome. Sorry.
Again, love the background. I hit that bug too though :(
Interesting take on the theme. Felt very polished.
Nice concept and beautiful graphics, but I just couldn't get along with the platforming - kept missing jumps without the jetpack when it looked like they were possible, and the jetpack itself failed to fire sometimes. Hope you do a version with sound, I'm sure it'll add a ton :)
I think I'd prefer this if the view range was extended. As it is, you're just plunging down darkened corridors until you either win by chance or inevitably lose all your heroes to attrition.
Still, pretty solid.
Some nice efforts at world-building. It'd be nice if the main character moved faster, or possibly if the environments were a bit more compact. It'd benefit from the rule "Show, don't tell" as well: perhaps you could show us what's on the computer terminals (especially in the reactor) and let us figure out what that means, rather than just telling us what we need to do next.
Awesome. Could be hilarious with some further work and other enemy types, maybe in a "No Time To Explain" kind of way.
(Spoiler? -- It's definitely a bit buggy at the moment, if you hold down "up" and "right" and mash "clone", you can survive indefinitely without needing to react to what's on screen)
Oh man, this is tough! Those helicopters... XD
Cool little roguelike. It took me a little while to figure out how attacking worked, since there's no feedback, but I worked it out. :D
Couldn't find out my rating though - when I got bored and tried to get killed, the enemies actually increased my health when they hit me. Bug? I was level 11ish or something by that point.
On the compo version: Fun toy, but it could use pre-existing empty spaces or undiggable rocks on the way up or something to keep it interesting.
Only practical way I found of climbing at any speed was digging upwards and building directly underneath me. Part of the issue is that the digging is so square and the jump so short, there's often no way to jump up a tunnel you just cut diagonally.
Enjoyable script regardless.
Crashed on 'snowed under' when I got hit by the red ball. Fun until then.
Good art, good sound, nice feel to it. The ledge grabbing works well. In-air acceleration is possibly a bit too high and makes it too easy to leap around the tower. It'd be nice to actually be able to fall to your death, essentially.
Liked having Wheatley along, though I'd recommend having a second or two minimum delay between lines of dialogue - his lines can overlap as is, and even two lines in very quick succession ruins the illusion that he's commenting. I hope you get in a few obstacles he can help with.
Genuinely funny. Nice one!
Compulsive, and very solid. The scrolling speed at the start is IMO too fast for beginners until you get about halfway through the upgrades, though. It'd be nice to see new content introduced as you get higher up, and a height indicator during gameplay would help when you're going for those height achievements!
Good stuff.
Nice concept, but the timings and positionings were super fiddly in practice - some of the puzzles are quite fragile.
Liked the music and the ominous Earth in the background, they sets the tone nicely.
Neat, though with 0 = "dig here" and 1 = "don't dig here" it's pretty straightforward. And you can just learn the locations of the monsters to get a higher score, right? The level ought to be randomised.
Cool intro! The second level could have done with some signposting - it feels like a huge area to explore - but it worked out :D
Love the art too, it's very efficient and clean.
Good concept, good music, good sound, loved the radio. Feels very complete :)
Awesome concept! The game needs some kind of challenge or progression though.
Fantastic art, good atmosphere. The guy's dialogue is very artificial and tutorial-like though. I think it'd be nice if it had a bit more character, like he's a real person reacting to what's going on, and he didn't talk directly to the camera.
Again, wonderful graphics.
Brilliant concept, near-perfect execution, let down somewhat by ridiculously fiddly precision jumping/climbing/timing on most of the later puzzles.
Best LD20 game I've played yet. Excellent work.
Nice little concept. I managed to buy all the gifts on my third run - if you get five or so people signed up in one corner early on, you can keep them safe, then once you have ten or so people in that corner you can start closing trapdoors faster than they open. You just need to get ahead of the curve :D
Tight. Feels very polished and final.
Interesting.
The physics feels unbalanced - the robot takes ages to start moving, especially in the air, but stops very suddenly. I think if starting moving and stopping moving happened about as quickly, it'd feel tighter and easier to control.
Sliding off a platform and jumping mid-fall is novel and really deserves some in-game explanation, like only being able to jump with thrusters that have to recharge.
Holy crap this is hard! I got there in the end, though, on something like my 6th go. Great little game.
- It'd be nice to know how many you have of each item at all times.
- Possible improvement to the crafting interface: have the 5 resources in fixed positions in a line, so they don't move around even if you run out of one, and have the user toggle them on and off rather than adding them to another box and then clicking there to remove them. Likewise, make all the craftable items stay in the same places for every combination, even if some get disabled.
Instead of always rejecting soldiers you can't supply, how about having the option of giving them an alternate, cheaper item that you have in stock at a very low profit or breakeven? eg. if they come in for a bronze knife, maybe they'd take a club for 4g instead.
And please, please slow it down a bit for those of us who weren't playtesting it for 48 hours solid :p
Cute idea. I'd like to see this explored further.
404 on the download link?
Framerate was fine for me. Are you updating your competition entry with optimisations? That wouldn't be cool :) I'll assume it's just my PC handling it.
Could use a skybox and some kind of objective, I ended up wandering the city aimlessly... though there's a nice atmosphere to it.
I can't get it to work? When I try run.exe, I get an error: "Java Virtual Machine Launcher: Could not find the main class: me.mathiouza.ld40.Main. Program will exit."
This is really great! I have to say though, "compo" games are supposed to be single developer... if this is a team effort, it should be tagged as a "jam" game.
I really like the artwork and the concept here! It's fun commentary.
Wow, this is really good! I'm impressed by the level of thought in the design (like how Sanguinite takes time to mine, so you've got to clear the area first), in how clearly you've presented some complex mechanics, and how complete and substantial this all feels. Nice twist on the last level. Very solid all round.
This is a cool idea, but I'm finding it hard to see at a glance where the problems are and how I should respond to them. I'd love if it was easier to see which sectors were okay and which were in trouble. Also, sixteen districts is a lot to take on at once! I'd really like to start off with just a few districts to learn how they work first. Congrats on finishing your first LD!
btw the rules say it's OK to make simple bugfixes after the compo. If you wanna upload a new build with a higher default volume (no other changes), you can do that - just edit your post to explain what's different.
Same. I get an error: "BlueMansGame.exe - System Error: The code execution cannot proceed because UnityPlayer.dll was not found. Reinstalling the program may fix this problem."
Thanks, everyone! I think I spent a little too long on the controls and effects :D I'm proud of them, but the gameplay needed more time too. I'm doing a post compo version of this, and I'll definitely fix the cheap deaths and add some checkpoints.
Interesting stuff! I'm impressed by the depth you've got here.
I liked trying to strategise, though it was a bit complicated keeping track of the rock-paper-scissors relationships. It does seem like the better approach is to put all your points into one deck style and simply have more dice; you get 2-3x as many dice to start with that way, so a +1 or -1 doesn't change much.
Sadly I kept hitting a bug where the game would get stuck on "rolling observation" over and over and I had to quit.
Really nice art! Solid backgrounds and everything. I love the camera transition to the sign at the end of level 1, haha.
I couldn't download this. After logging in, your download link tells me: "Forbidden You do not have access to this page."
Heya! The itch.io link isn't working for me. Is the game's page down?
Fantastic work here. Interesting concept, good start and a strong finish.
Very cute! I like the hand drawn style on graph paper, it made me imagine a bored kid at school drawing out maps and telling themselves stories to pass the time. The story has some fun twists and I liked the silly battle quips, though fighting 10 bandits was a lot. I'm glad I saw the tip about using RMB to skip text in the comments. :)
Thanks everyone! Glad you're enjoying it. If I do a full release I'll add save points for sure. :)
@kakarotsan: this is using [Haxegon](haxegon.com).
This is a solid endless runner. The art and sound come together to make a decent spooky atmosphere. Nicely done!
Really slick. I only found one star, but everything fits together well and looks solid. Very strong aesthetic.
Really strong mood here. I love the dream visuals popping up, and it's cute how they get in the way and build up an obstacle course for dodging nightmares.
I liked building up the ecosystem here and figuring out how it all fits together. Unfortunately, I had a problem where lots of animals would get stuck on the same tile and starve.
Expanding is fun!
The fishing mechanic is great! I like the depth in getting the timing right and trying to hook multiple things as they float on past. It's simple but works really well.
Impressive! You've done a lot with 3D art here, the stealing mechanic is cute, and I like the story snippets and music you've added to round the game out. The whole thing comes together well. I found the world map tough to navigate - I couldn't remember where I'd been - but I ran into an end boss eventually, so it all worked out.
I love the weapon animations on the robot. A cute bit of polish that's really important for the concept.
Nice! Collecting the atoms early on is a challenge. I like how they all stick around and wobble when you rotate, though it doesn't seem to matter so much when you only need five to evolve. I tried collecting as many atoms as possible, just for fun, but only managed 12 or so. :sweat_smile:
I didn't!! That's a really good twist. :D You should definitely mention it in the description.
I love that you went with a puzzle game based on the Game of Life, and the flower colours are a great twist. Still, it seems pretty tough! I was familiar with a few patterns that work in GoL, but I found it really hard to find solutions.
Solid deckbuilder! I love how the egg develops. Also a big fan of how you get different cards in your offer at each stage, it's a neat system that must have taken some refinement and it gives a lot of depth to deckbuilding on multiple runs. I'm impressed all round.
You've got some nice stuff here! Good job on the baby sounds. I was really impressed when the monster opened the window and reached in to open the door latch. The whole thing has a good sense of tension.
There was one time a lightswitch flipped right as I was standing next to it, though. That took away from the sense that the monster was doing it.
Really cute! It feels like there's a lot of potential here for puzzles with releasing & catching the balloon. I'd like to play more of this.
Neat aesthetic. I really like how you can bounce off walls and make noise particles for ECHO to eat. Sadly I couldn't keep ECHO nearby - it kept shooting off screen and then I couldn't get back into guiding it.
Looked interesting, but I couldn't place miners at all. I tried selecting the Miner building and left clicking on the map, but nothing happens. Did I miss something?
Sorry, I tried launching it a dozen times and panning around the map, but I haven't seen any ore patches. The whole map is always bare and the only thing is the dock in the middle, like this:droneexplorer.png
Congrats on finishing your first ludum dare! I really like how the audio changes when the bugs attack. I found the attacks frustrating, though - it seemed like they'd always take some health off no matter what. All I could do was hope bugs didn't show up! I've been told this is similar to the real experience of raising plants. Good work.
Good stuff! I really like the level of panic you've got here when the planet's cooking and all the fires start going off at once.