FoonLudum Dare ExplorerUsers → Redoxeide

Redoxeide

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202455SummoningFrom Dustjam1294.053.844.134.484.003.623.053.68
202354Limited SpaceEscape the Slime Labjam4143.723.534.164.214.013.06

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Redoxeide

LD54 — Limited Space

re🟡cycle by Ovidios 2023-10-20T07:09:31Z

Love the graphics, the game is very clean! Gameplay wise, really enjoyed it. Even being pretty bad at word games. As a suggestion, if you want to keep the fast pacing of the game all throughout the game: maybe give the player limited time to choose a card on level up, otherwise, players can abuse the pause to think about current quests they may have.

Overall, great game with a nice take on the theme! Great job!

First Home by Mocadium 2023-10-14T07:49:23Z

Nice job! Really nice and polished graphics and audio! Maybe not necessary, but a reset button could be useful to some players.

Purrimeter by johnnysix 2023-10-18T01:38:19Z

You are right, we kind of did similar concepts :smile:!

I really love the graphics and animations. The cat scratching the box when it can't move is such a great detail. The polish in this game is great. The particles, the effects on player death, it's all great!

If anything, I would maybe add a checkpoint to some of the longer levels.

On the post-jam version: - Being able to drag the boxes is very good, but it felt a little intruding when trying to quickly draw a new box on top of the old one. Maybe have a dedicated mouse button for each function, or allow to resize boxes by dragging corners? - It's a little hard to see the switches that are inside the walls on lvl 4. - I got stuck on lvl 4 standing on one of the "doors" and deactivating the button, and I couldn't find a way to reset the level. Capture.PNG - Other than that, I love the new art and effects!

Overall, great job! Keep it up!

Rover Under by ColeSlaughter 2023-10-07T21:59:45Z

Nice job! I love the art and really enjoyed the map painting. So satisfying!

Only thing I would like to see is a live(ish) tracker of how all teams are going during gameplay if possible.

Fowl Play by Simon Rahnasto 2023-10-08T00:11:14Z

Excellent job! Everything is so well executed. The graphics and the music are fantastic. I would agree with other commenters saying they would like a dialog skip, but maybe have it only available on dialog that was already read. That way players can skip to any line they missed without having to wait for every other line before.

Overall, a very polished game!

Obelisk by Untitled Studios 2023-10-06T07:19:50Z

Nice job! I had a lot of fun trying to figure out the best way to arrange all the tiles to automate farming crystals for the obelisk and the turrets. I can see a lot of potential in adding different types of machines and terrain. As is, I spent more than an hour playing. Got to tier 6 with ~350 crystals for next tier.

Spinstack by massivejack 2023-10-09T02:41:14Z

Great game! I had a lot of fun trying beat my own score!

Capture.PNG

The only bug (I think) I was able to find was that at some point I somehow placed one of the blocks not flat to the ground (I think it was on top of another block) and any other block I placed on top of that one would also be skewed. It looked weird. Happened on the web version if that helps.

Very addictive gameplay. Nice job!

Unsprung by Milan8890 2023-10-12T00:55:02Z

Good work! Very interesting concept! I enjoyed the puzzles.

On the first level with the keys, if you are walking against the door while it is opening, fall down and release movement in the air, the player character gets stuck on the ice. Trying to move does nothing and the only way to get out is by wasting a jump. This also happens in the post-ludum version.

I wish there was a way to look at what the powerups did during gameplay, maybe a reminder in a pause menu or maybe the powerup icons could be more descriptive, like a sprite of a character dashing for the red one or a character t-posing for the yellow one.

Squeeze & Wiggle by YogurtTheHorse 2023-10-07T23:36:11Z

Amazing job! Very addictive gameplay with gorgeous graphics and audio.

Oh no my spacebar has been cursed by an evil wizard if I press it too much I ded by myrmyxo 2023-10-19T17:58:38Z

Hard game and a very fun take on the theme! Nice job!

If anything, I would suggest making it so the level resets when the player falls off the screen. You could also try to add a quick death animation when the player touches spikes or enemies. I think it would add to the feel of the game. It would have to be a very quick death animation because of the direction you are taking with the difficulty of the game, but it could work.

Overall, had fun with the puzzles and platforming! Nice job!

HeadSpace Limited by Im not a robot 2023-10-03T02:27:03Z

This game is kind of addictive. Good work!

The incredible adventure of Bonaventure the Hero by ThomasLebel 2023-10-16T10:51:19Z

Nice job! I enjoyed the way you presented the story! Just as a note, I sometimes picked up weapons dropped by enemies by accident because spacebar is bound to both attack and pick up. It was kind of frustrating to have that happen since the weapon that I was using was being deleted. I would suggest setting a different key dedicated to picking up weapons. Other than that, I really like the concept!

Roots, for LD 54 by slimefriend 2023-10-07T01:41:33Z

Nice job! I really like the idea of the puzzle with the roots and the seed placement. The graphics and the music are great too!

One very minor opinion: I think allowing the player to undo changes to the root before committing them would add a lot to the feel of the game. It was a little frustrating to miss-press a direction and not be able to undo it.

Other than that, it's a very interesting concept that has a lot of potential to be expanded on. Well done!

ROLLiE and the Desert Drive by civmaniac 2023-10-04T00:43:10Z

Good job! I had a lot of fun figuring out the best strategy for the combat.

Some things I noticed: Some rounds that had many "actions" would not fit all of those actions inside of the console after the round. Could maybe add a scroll bar for the player.

Damage over time and the enhancers seem to be very powerful, especially since DoTs can't be blocked by shields.

It's not very clear how much damage each character is gonna take from bitrot every round. I also had a hard time knowing which of my programs were shredded by "shatter".

I did three runs (trying different strategies each, it's that addictive...) and noticed that the inventory doesn't seem to reset between new games.

Overall it's a very fun game. I Really like the puzzle element with the programs, I think it represents the theme very well and it adds to the decision-making aspect of the game. The art style and graphics are also very well done, congratulations.

Apocalypse Express by KSEXLR8 2023-10-12T01:44:42Z

Very fun concept!

The truck steering feels so good, you got the feeling of inertia right on spot!

Voodoo Jump by Oleg Bone 2023-10-20T07:42:59Z

Really enjoyable art and music!

I think, destroying a totem piece to save another would incentivize the player to just stand on top of a single totem trying to protect it until time runs out. Maybe try to look for some way to promote jumping and regenerating totem pieces. The controls also need some polish, but with some work this could become a pretty fun game! Keep it up!

Burden Dungeon by Paroxysmal 2023-10-06T04:55:47Z

I loved the atmosphere. I noticed the monster didn't move until I lit my lantern, so I thought I would collect treasure in the dark, lighting the way here and there. I got lost, so I got more aggressive with my lantern. At some point I turn back to see how far away the monster is from me, and I notice there's three of them and I am cornered. That was so good!

I noticed that some collisions with the doors in town caused stuttering.

I suggest to tell the player in some way that there is monster that follows the lantern. Maybe a drawing on the wall inside the cabin where you get the lantern? Also, I don't know if it's intended, but the monster groans after I put the light away. I lost out of nowhere in my first playthrough and I couldn't tell why because of that. The hit sound effect also plays after I press "return to menu". I'm playing on windows downloaded from itch.

Overall, I got some good frights out of this game and I always appreciate that from a horror game. Nice job!

Escape the Vents by JammyGunns 2023-10-03T07:29:46Z

Nice work!

I really liked the atmosphere you created with the limited camera movement. There were moments were I felt as if I was being followed.

The only thing I would like to point out is that, personally, it was a little bit disorienting to turn instantly when pressing A/D, at least while I got used to it. Maybe using some kind of interpolation between angles when turning could help? There also seems to be a bug after turning (A/D) with the mouse camera sometimes. It makes it seem as if the player is walking sideways while pressing W.

Angler by Robean 2023-10-11T23:32:53Z

Nice job on the atmosphere! Good jumpscare with the thing in the dark.

I feel the controls were intuitive, but I wish there was a tutorial or a sign explaining the controls for people that are not used to them. It was also not very obvious that I could interact with stuff at first. Maybe a highlight on the object or a sign with the interact key when the player approaches it would help. I would suggest making the sprite for the box where the key is different from every other box. There could also be a sound effect and a pause to the text box when the player takes the key so they can tell that what is happening if they are spamming the interact key.

@adamsmccall @cronch I was able to find (an/the?) ending to the game by waiting under the last light to the right in that last map. I don't know if @robean can confirm if that is the only ending to the game?

Dante's Reinterpretation by Locke8 2023-10-05T23:19:58Z

Well done! I really like the concept of taking/dealing damage affecting the playable space.

Some feedback: It is hard to tell how much time you get to be in the darkness before you lose. There are many ways to solve this but maybe a simple progress bar could do it. Same for time left before hardmode, maybe a countdown on screen would help.

Suck it to Them! by AmberFall92 2023-10-05T23:57:01Z

This is such a fun and polished game! Nice job! Keeping the powerups inside the vacuum to get the benefits is such a good idea that ties so well with the theme.

One suggestion I would give is that you could have it so some objects have effects towards the enemies and/or the player. Like maybe the toaster/fire pit applies fire damage over time to enemies hit, but also starts to damage the player or starts burning objects inside the vacuum if it stays inside the vacuum for too long.

The Shrinking Screen by Will Hess 2023-10-05T01:24:30Z

This is a very impressive first try at the engine, especially for the little time you had! I managed to get a score of 179.

As feedback, I felt that some of the "hazards" would spawn out of nowhere without warning and hit me before I had time to react. This can sometimes feel unfair to the player, I would add some kind of warning that telegraphs to the player that something is about to spawn and in which direction it will move. I feel like the player's character should get some visual feedback when hit, maybe a white flash on the sprite. Also, personally, I would maybe test with the player starting 1 "stage" smaller in size.

Other than that, the gameplay is very fun and addictive, well done!

The Big Crunch by Ategon 2023-10-06T01:51:16Z

Amazing job! I love the art, the music, sound effects and the microgrames! Everything feels so polished.

Only one thing that I would like to point out is that it was hard for me to read some of the instructions during the intermission. I think it was mainly because of the way the font is displayed. It's hard to discern between words at a glance. I don't know if it's a problem on my end only, so I'm posting a capture of what I'm seeing. Capture.PNG

I also believe that I got the prompt for a different microgame when starting a new run.

Other than that, this game is so well made for the amount of time given!

**edit**: I downloaded directly from the submission, everything I pointed out was already fixed on itch. My bad.

Bullfrog Burnie by Logan_Core 2023-10-03T02:44:04Z

Nice job! this was such a fun game! I managed to finish it in 9:10. Actually getting the hang of the controls felt like an accomplishment. Feels like an easy to play, hard to master kind of control.

Blowfish Baybies by Matt Walak 2023-10-12T02:00:57Z

Good work on the graphics! I do think having the instructions somewhere visible on first play would help the player better understand the objective of the game. Having some good sound effects together with the mechanic would make some very satisfying gameplay. Nice job!

SINISTER ELEVATOR by ScaryTreeGames 2023-10-20T07:55:18Z

Nice job! Really enjoyed the atmosphere and the tension it created! I was kind of tense half expecting a jump-scare by floor 19 haha. I have to agree with others on the difficulty tho. I feel the spiders could move faster the closer to the end the player is. Their movement patterns could be a little more varied too. Keep it up!

Escape the Slime Lab by Redoxeide 2023-10-03T23:13:30Z

@blackcat508 thank you for playing and for the feedback! I do think I have to play a bit more with the movement mechanics. As for the freezing on level 2, I was not able to reproduce it, but The game did have a bug where if the player reset the level while it was already resetting or loading a new one, it would break. I just fixed it, so perhaps this is what was happening?

Escape the Slime Lab by Redoxeide 2023-10-04T00:49:53Z

@mcbombadev Thank you for playing! Yeah, I would have liked to add a tutorial for the buttons and the baseball, but I couldn't make it in time.

I agree on the platform building. The "lock in" is a very interesting suggestion that I hadn't thought of before and would probably solve most problems. Thank you for that!

Escape the Slime Lab by Redoxeide 2023-10-18T00:12:00Z

@johnnysix Thank you for playing!

Yeah, the ball stopping just a little before falling has been a theme with players. I intentionally made it heavy and with a lot of inertia so the player could give it a good impulse for a while before letting it roll on its own, but I should probably lower the drag a little bit more.

I am checking your game right now :smile:.

Escape the Slime Lab by Redoxeide 2023-10-18T02:50:12Z

@tetracold Thank you for playing and for the feedback!

Yeah, I planned to do music, but I could not get it done in time.

As for the momentum, could you clarify what you mean by this? Do you mean horizontal or vertical distance? I tested the jumping control using the post-jam version and I can control where I will land by letting go of the movement key or pressing the key for the opposite direction. You can see three different jumping distances on the next gif.

jumping.gif

First jump is letting go mid-air, second is keeping [A] pressed, and third jump is pressing [D] mid-air. I didn't record letting go of [A] just before pressing jump, but you do get a jumping distance somewhere in-between the second and the third jump.

The jam version however, did not have this. The slime would full stop mid-air if the movement key was let go. You could still control where you land with the movement keys, but it didn't keep momentum.

So maybe that was for the jam version?

If you mean controlling vertical distance, I do plan to add variable jump height, just couldn't get it in the current post-jam version.

Again, I really appreciate you taking time to write feedback about my game!

Escape the Slime Lab by Redoxeide 2023-10-18T03:36:57Z

@tetracold alright, thank you. I am still working on how to improve the movement. I'll see what I can do without breaking the difficulty of the puzzles, thank you very much for your time!

Escape the Slime Lab by Redoxeide 2023-10-19T17:18:34Z

@le-don Thank you for playing! Completely agree on the block placement. It was one of the main things I changed in the post-jam version. I think movement and block placement feel so much better now.

Thank you for your feedback!

Poste Limited Space Edition by Flife58 2023-10-03T08:06:25Z

This was a lot of fun to play, well done!

I really like the graphics and how the gameplay fits with the theme.

I think using the same yellow label that is on the parcels for the "parcel-to-be-sent" indicator on the top right of the screen, would make it clearer that the player is supposed to send that parcel. As it is, someone could at first understand it as if they need to send that amount of packages.

I can see what you mean by wanting to add different types of parcels, this game has potential to be expanded on!

MY LIL WIZARD by doinksoft 2023-10-12T01:17:51Z

Great job! The graphics and visual effects are great and very polished!

LD55 — Summoning

Summoning of Qasimar by arzi 2024-04-20T23:47:10Z

Very nice game!

I think it would be nice to have the Grimoire just pop up when the player moves their mouse to the left edge of the game, and then hide when the mouse leaves the area, keeping the current page. I think it would also be helpful to let the player turn pages back so they don't have to reopen the book if they need to read something from a past page.

Other than that, the graphics and audio are great, and, in my opinion the puzzle is the right difficulty, it might just need a better way to show what each sigil means when you interrogate a demon. Like maybe show each sigil on the left side of each question or maybe show the symbol of the place on the answer to the question? It was very satisfying to find the solution in the end though, so it might be fine the way it is or a difficulty/hint setting could be appropriated?

Ritual Rumble by DJTequila 2024-04-20T22:56:35Z

Well done!

The controls and gameplay feel smooth at least in local. The gameplay feels very chaotic but also competitive. The loop around on the edge of the screen adds a strategy element to getting hit. It makes me feel that maybe the game area could be square to have the same distance from the center to all four sides, though. Could be something to try.

One thing I noticed was that, the first time the shield is used, the game has to load its shader and that makes the game hiccup a little bit. This is especially noticeable on older systems where the game can halt for quite a few seconds before continuing. You can fix this by pre-caching your particles and shaders during a loading screen so they are ready when the game needs them. You can look up "Godot shader pre-caching" if you wish to know more.

Keep it up!

Depths of Hell by pres2300 2024-04-18T00:30:21Z

Good work!

I would suggest adding some kind of movement ability. Maybe a simple dash with a cooldown if you want to keep practicing.

Lucky Little Darlings by Emiliabea 2024-04-17T07:17:02Z

Beautiful art and the story is very interesting too.

I think the object for the blue cat was a little hard to find.

Also, I love the way you presented the summoning bible. I thought the characters were about to go find an ancient book or something haha.

Mob Farm by Codeman1010 2024-04-17T07:56:08Z

Very nice concept.

I think it's a little hard to dodge attacks. They come out instantly for the most part. Maybe having a wind up or some kind of graphic or warning when an attack is about to happen would help.

Summon World by Itskdog 2024-04-18T00:47:31Z

Very fun game! It reminds me of the old sim city games where you could spawn disasters on your cities and just watch havoc break loose.

Color Jumble by Tommes 2024-04-20T22:08:26Z

Puzzle games are hard for a 3 day jam, especially if you are still kind of new to the engine!

As feedback, I think it would be cool to show the player the amount of time left for a summon to complete. An easy way to do this in Godot, is using a ProgressBar or a TextureProgressBar node that updates its value while the player is holding space.

I also think that it could be helpful to the player if walls didn't go completely invisible once they get a fairy of its color. Walls could instead become semi-transparent or could leave some kind of colored square on the ground. That way the player could see what walls are gonna go up again when they change to a different color, letting them plan better their path in more complex levels.

Keep it up, Godot is very fun once you get the hang of it!

CHAZM by amarokczukay 2024-04-21T00:37:39Z

Fun game!

It felt very satisfying to get a long streak of hits with those hit sfx!

I do have one bug that I don't think has been reported yet. If I press and hold one of the 2-4 keys, I am able to summon any demon without having enough points to do so. For example, I got 16 points, I press and hold 2 and click and I can summon a torpedo imp. The game just deducts 5 points, which I guess takes the price from the currently selected demon before holding the 2 key. It's not 100% consistent, sometimes I have to spam click a little, but it's very consistent. I hope this helps!

Other than that, I had a lot of fun playing, and I can see a lot of ways you can expand this game!

Chain Reaction by Ategon 2024-04-19T03:03:35Z

Very interesting concept! The graphics and music are great too! Only feedback I could give is that it might not be completely clear when a summon fails or succeeds, especially when there are already a lot of creatures on the screen already. Maybe a sound effect or an animation would be enough. Other than that I think it's a pretty good game!

Capture.PNG

Tug Of Slime by Retrific 2024-04-18T00:38:18Z

Nice game! The sound effects, animations and gameplay are good!

I got the enemy wizard to about 57hp and the game crashed when trying to cast a fire spell very close to their spawn point. I might have double clicked by accident when trying to cast it, so that might be part of the bug?

Just to clarify, I played the windows version before you updated/added html so you may have already fixed the bug.

As feedback, it might not be completely clear at first that the player needs to spend mana to unlock the giant slime and the lightning spell as the icon only shows a lock. It might be a good idea to show the amount of mana needed to unlock it at all times, not just on mouse hover. Maybe make it part of the lock icon?

Also as feedback, I really liked the way the order you spawn slimes matters. I started making strategies on where to spawn each slime; like going 2 normal slimes and then a ranged one. Maybe you could expand on this aspect more in some way, like slimes that jump positions or something.

Nice job! Keep it up!

Kobold Pet Shop by Gawain Doell 2024-04-17T03:13:01Z

The intro cutscene was so good! All the sound effects were very good too.

I think I agree with another comment in that I think it would be interesting if the player could fill up multiple orders at the same time. Maybe that would grant bonus points to the player for each costumer served at the same time?

I think it would also be fun if instead of "Customer 1" you would assign names to the characters maybe even randomly. It would add to the immersion I think.

Well done!

From Dust by Redoxeide 2024-04-17T02:44:14Z

@echerry I did not even think about it while developing it, but yeah, I guess the controls and gameplay could work for mobile. Thanks for playing!

From Dust by Redoxeide 2024-04-18T01:17:16Z

@retrific Thank you for playing and for the feedback! I agree, I think some kind of small highlight on the boosters would work too.

From Dust by Redoxeide 2024-04-18T01:22:51Z

@tristan-doell Thank you for playing! I do agree I need to work on the balance but that's just the nature of the jam :)

From Dust by Redoxeide 2024-04-19T02:35:13Z

@doctor-zeus Thank you very much for the thorough post. I really appreciate it! I am really happy to read that you enjoyed trying to find strategies for the game.

I do think the balance needs some work. I have a lot of ideas that I want to try to hopefully smooth out the difficulty curve a little bit.

About showing actual stat values, I still need to think about how much more info I want to give the player. I kind of like having everything hidden from the player, but I can see the appeal of having more details. Maybe a toggle in the settings would do it, I would just need to find a way to show everything neatly.

Once again, thank you for your comment. I had a lot of fun making the game, so I am glad people are also having fun playing it!

From Dust by Redoxeide 2024-04-19T02:40:17Z

@ategon Thank you for playing and for the feedback! I would love it if you used gameplay for the video!

From Dust by Redoxeide 2024-04-23T04:03:17Z

@sodagummy

Hey! Thank you very much for playing and for the feedback! Yeah, I wish I had time to do a tutorial, but the time wasn't there!

If you want a little bit of an explanation on the different stats and what to choose, you can keep reading. If not, that is okay, I appreciate you taking time to play the game and leaving feedback!

There are two different types of symbols on your sheet: stat sigils and boosters.

All of the different stat symbols on your sheet contribute to different stats for your summon if you draw a line from/to them. In general terms, the sword (combat) lets your summon deal more damage per hit it lands, the shield (defense) mitigates some of the damage you receive, the green dashing person (agility) lets your summon attack with higher frequency, and the heart (vitality) affects your summon's initial health.

Boosters are the smaller symbols with roman numerals in the middle of the sheet. If you cross a booster while drawing a line, that booster adds points to the next stat symbol you pick. A booster can also be crossed multiple times.

**Generally, you want to get as much damage per second (dps), that is combat + agility, as possible without neglecting your other stats.** But, just getting as much dps as you can is not always the best option, at least not later in the game where the enemy starts getting higher defensive stats. It mainly depends on what you can get from the summoning sheet you are given.

full_dps_example.gif

In the previous gif, I went for the most dps and the match ended up in a draw. My summon was able to attack almost twice as frequently as the enemy, and it also had a small advantage in raw power, which should result in about double the "power per second" than the enemy. The thing is, the enemy's summon had much higher defense and vitality, which let it resist enough to end the match in a draw. So as you can see, building full damage is not always the best option.

balanced_example.gif

In this last gif I went for a little bit of vitality, taking advantage of as many boosters as possible, and the match results in a win for me because it boosted my survivability enough to outlast the enemy.

Note that it's the same enemy stats and summoning sheet used in both gifs, the only difference is the drawing on the summoning sheet.

Also note that for the previous two examples, I turned dodging off just to make it more deterministic, but dodging is also a mechanic in the game that benefits from getting more agility and vitality. So, building more agility and vitality to try and dodge an enemy that you are not going to out damage might be a viable strategy. It might also not be, because balance is still a wip :)

Thank you for reading! Hopefully this helped you or anyone else interested!