FoonLudum Dare ExplorerUsers → Reispfannenfresser

Reispfannenfresser

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202353Delivery👥Delvery Servicejam11372.842.812.693.713.283.232.792.86
202250Delay the inevitable👥Oustedjam9613.313.272.433.403.793.703.073.12
202149UnstableRotaCorejam4203.753.734.304.503.533.602.603.22
202148Deeper and deeperDig Straight Down!jam14143.223.023.604.223.373.322.052.89
202047Stuck in a loop👥Untitled cat unboxingjam6273.613.473.643.853.853.653.57
201945Start with nothing👥Start with "nothing"jam4013.593.543.994.293.543.233.423.44
201842Running out of space👥Waste of Timejam7083.273.053.103.483.593.152.563.24
201841Combine 2 Incompatible Genres👥Dungeon Drifter -- A roguelike racing gamejam8873.132.813.213.683.393.132.002.97
201740The more you have, the worse it is👥The Coffee Questjam8243.162.963.133.033.693.113.263.16

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 Reispfannenfresser

LD48 — Deeper and deeper

F-33L5 by Plastacier 2021-05-02T22:02:28Z

I love the "checkpoint system". (if you can even call it that) Instead of the gameflow being disrupted you simply lose some smaller bits of progress. It doesn't feel punishing at all. It's really well done how older areas load back in, whenever you lose too much progress.

The art is great. I love the small detail of the path being hinted at in the background of the first area. The ending looks pleasing and the final resolution is fun.

The music has some abrupt changes which kind of disrupted the flow a little, but I generally liked the tunes and they fit the atmosphere nicely.

Dig Straight Down! by Reispfannenfresser 2021-05-04T23:36:03Z

I sadly didn't have enough time and motivation to create a tutorial. I underestimated the complexity of the mechanics and then settled for gifs and a gameplay video when I noticed that it was too complicated.

I really dislike the debt mechanic I implemented, but I somehow wanted to encourage/force the players to bring the items back up and sell them. I still don't know how to improve the mechanic in a way that's encouraging and not punishing.

I'm kind of torn on whether or not I want to create a tutorial in post, because I didn't manage to create one in the timespan and I don't really want to make large changes to the game.

I think i'll create a small picture with explanations though. The mechanics and tiles should be more understandable this way.

Jumping Crabster by inque 2021-05-07T21:58:07Z

I don't think i understood the controls, but I somehow still managed to move. Graphics and music are very cool and follow a trippy vibe. I like how there's different health bars for different body parts and how they are able to break

On my most successfull run I found a powerup that breaks platforms which then resulted in me getting stuck because of the broken platform that blocked my way. :( Screenshot from 2021-05-07 23-45-48.png

The controls felt easier when the legs were more broken. Does the healthbar also affect some physics properties of the shapes?

Kibble Caper by TomatoLamp 2021-05-04T19:59:57Z

It took me a couple of tries until I managed to beat it.

It was kind of frustrating to be sent back to the very start when I was just trying to learn a mechanic and died.

The attack mechanic is difficult to understand, but manageable once understood. Catching rats from up close seemed way easier than trying to jump at them from a distance. I tried to hide behind corners or in grass, but rats just wouldn't come close so I ended up running around and attacking them when they were in close range.

I really like the cute artstyle, music and sound effects. Great job on that! And a great job in general because this was a very unique and mostly fun experience!

The Key by Zohar 2021-05-04T18:51:08Z

Finding a certain place inside a looping world with enemies to avoid and optional collectibles that make the game easier (stars are hit points?) sounds like a good concept. (reminds me of the Cosmic Ocean from Spelunky 2)

I feel like a little more feedback for stuff that happens would have been nice though. When you pass the loop border you are teleported and sometimes land inside enemies you weren't able to see before.

I like that there was different themes for each level and that the final level was a combination of the previous themes. The graphics didn't look like they were intended for being tiled though which was not very pleasing to look at.

The music was good and fit the vibes. Voice acting just to remind the player that there's no voice acting is kind of useless, but funny. All in all: It's a very weird entry with good concepts, but lots of problems in execution.

Infinite Descent by BluishGreenPro 2021-05-06T01:24:16Z

This is a very fun entry! Good job! The art is great and I like the difficulty curve and the abundance of checkpoints. It's very polished and the controls feel tight. The art is great and the different colors for stuff you can jump on/stuff that kills you were helpful and fancy.

I did struggle with one thing though:

The timing of the obstacles seems to be matched to the checkpoints, but not the entrances. Some rooms (the ones with the exploding heads) can get way more difficult this way (It's impossible for me to beat the room with the breaking blocks from the entrance, but from the checkpoint it's manageable.)

B.R.E.A.K - Bad Robot Enjoys Attacking Krew! by pxlshk 2021-05-04T19:23:01Z

I really like that there are multiple endings and how little of the story was told. It seems like humans started this expedition to dump the robot in space to get rid of it. It makes sense that the robot doesn't want to leave the atmosphere and tries to destroy the engines. It can kill Krew members, but killing them isn't the main goal. Would have been a nice easteregg to have a third ending for when you kill all Krew members and exit the atmosphere where you then don't get thrown out.

This is a very fun entry!

LD49 — Unstable

Corruption TD by Mysticaldev 2021-10-11T23:14:29Z

I started by placing one of the more expensive towers directly next to the crystal and won without much effort.

Defending against natural growth sounded like a very interesting concept though which led me to start again and try to defend against the growth without removing the source. These runs were very fun and difficult! Screenshot from 2021-10-12 00-50-05.png

(I eventually made it!)

Now for some weird ideas on how to extend the concept: 1. Towers must be placed near other towers. (This would prevent the strategy of placing a tower next to the crystal at the start) 2. Cities are towers that can be placed (These can become the only sources of income so they have to be held secure) 3. The corruption favors growing towards cities. 4. Towers can be deleted 5. You only lose when no city is left. 6. When a city is overrun by corruption it creates a crystal 7. Towers can be destroyed by the corruption 8. Some more unique towers! (One that blocks the spread to adjacent tiles, but is still vulnerable. One that heals other towers. One that explodes once destroyed to take out a large amount of corruption in the area.) 9. Maybe the corruption can build it's own towers (one that attacks at a longer range, the crystal itself)

It amazes me how much potential there is in the core game idea and I'd love to check out a more polished future version when you decide to create one.

Shaky Shack by Brusi 2021-10-04T21:04:28Z

This is so stressful. Presentation is perfect and the idea is fun. Would be nice to be able to put ingredients back when you misclicked.

Good entry! :thumbsup:

Unstables by joonamo 2021-10-04T17:12:09Z

Fun game! The art and music fit well (would have been nice if the music loop was a little longer. It seems very repetitive.) The scoring system adds a lot of pressure to the movement which in itself is already quite challenging.

RotaCore by Reispfannenfresser 2021-10-04T18:51:59Z

Added some sfx now :sweat_smile:

RotaCore by Reispfannenfresser 2021-10-06T17:05:15Z

@jayjack I didn't even think ui scaling could be a problem :sweat_smile:

I'll make sure to add an UI scale slider for the post jam version. Thanks for reporting :thumbsup:

RotaCore by Reispfannenfresser 2021-10-09T23:20:48Z

@icylava A lot of people said the exact same thing and I feel kind of dumb for not stumbling upon this whithin the deadline. (I seriously never tried building asymmetrically :sweat: )

At the moment just spamming random segments everywhere is a valid strategy, which of course is not ideal and completely removes the challenge.

I am however planning on updating the game after the rating phase is over. It will be more balanced and more user friendly. (I'm already working on it and so far it looks very promising :smile: )

Thanks for the straight forward feedback!

RotaCore by Reispfannenfresser 2021-10-18T20:17:02Z

@ic-rainbow Thanks for telling me. I'll add some more info now :thumbsup:

@togis Thanks for checking it out and for all the constructive feedback you two gave! I'll make sure to implement most of it in the post-jam version :blush: .

RotaCore by Reispfannenfresser 2021-10-30T01:16:05Z

The update is now public :tada: I will still change some bits, but I'm quite happy with how it turned out.

Kei26 - Union Game Engine by Fupi 2021-10-04T20:21:46Z

This game is a great experience! It all sounds a little overexaggerated, but I know some people who seriously write stuff like that. (I doubt they would put it into a failed game project though)

~~Death of the author!!!~~ ~~As you play you take on the role of the dev and the text is the current thoughts of the dev that's playing their games one final time.~~

Regarding the difficulty: I feel like the difficulty differences made it more immersive. Story-wise these levels are just prototypes by a person who just started out with game development.

BATTERY ACID by AploveStudio 2021-10-04T20:49:18Z

Very fun game! The theme feels artificially inserted, but everything else is perfect. The visual effects are satisfying, the mechanics are easy to understand. There are multiple different bosses with different attack patterns and phases.

Good job! :thumbsup:

Seesaw King by GandalfTheGod 2021-10-06T18:52:45Z

This was great fun! It looks great, it sounds great, it plays great. And most importantly: The difficulty curve works!

It's a constant challenge, but always seems manageable.

Well done!

Unstable Rocket by Sieghart 2021-10-04T19:59:48Z

I like how the twist is optional. Just focusing on the pipes is a valid strategy, but the twist adds an optional extra challenge as a distraction.

Radiohamtive by ElectricStalin 2021-10-05T15:22:52Z

I'm a little confused. At first I pulled all levers just to see what they did and lost, then I found the description on itch.io and decided to play again. (Making the description more visible by copying and pasting it here may be a good idea.) On my second try I decided to only interfere when the levels look critical, but I never needed to interfere at all and won. I guess you didn't have time for balancing which then only allows seeing the game as what it could have been.

I like autonomous stuff (with limited interaction possibilities) and seeing the objects interact with each other is a nice concept which I'd like to see explored further. I feel like theres a lot of potential behind the core concept, but the execution lacks a bit. (Even though the setting fits very nicely.)

There also isn't much point in having a leaderboard when people can only win or lose. Maybe changing the countdown to a stopwatch that stops when you fail could allow the leaderboard to rank people by the time they managed to keep everything stable. (It would also prevent the case that the game is won automatically without interfering.)

Cleaner of the Crumbling Keep by andy593 2021-10-05T20:37:48Z

This is probably my favorite game of this jam so far. It's stressful, fun, and most importantly manageable. The difficulty is just right.

I stumbled upon a few minor inconveniences: 1. The minimap colors for gold and the tasks are pretty similar which almost killed me once :sweat_smile: Maybe making them a bit more different could be beneficial. 2. Restarting is impossible? Maybe there is a way, but I couldn't find it. I ended up reloading the page which kind of has the same effect.

But both of these are just nitpicks and probably easily adjustable.

You did an amazing job!

Meltdown Monday by Enad96 2021-10-08T17:33:36Z

This game confused me a lot, but that was the point and it was great.

I did manage to get both keys and shut down everything in the end. I didn't even expect that to be an option.

Good job! :thumbsup:

Crossed Connections by brads.space 2021-10-04T19:52:48Z

The idea is well executed. Gameplay, graphics and audio fit well together. The difficulty curve seems a bit too steep. The start is easily manageable, but after some time it just feels unfair.

Box, Arm, Bomb by Kvinster 2021-10-06T19:28:12Z

This was a very unique and interesting game! The bomb mechanic is very punishing and kind of annoying tbh. The general difficulty was great though!

I suggest for a future (post ld) version to remove the bomb timer and just turn it into some other thing that has to be transported. (Like a key or some platform that later has to be jumped on). This way the player can focus on the moving more and isn't always stressed to reach the bomb.

The Playercontroller is very versatile a lot of fun to just move with. I'd be interested to seeing speedruns of this game. :smile:

Hack N' Shoot by Jake Summer 2021-10-05T20:01:13Z

Fun concept for choosing your own challenge. Too many hacks isn't fun, but that's the point. There's a lot of variety in the simple looking game. Each hack combination kind of has it's own playstyle.

Would be helpful to see where enemies are spawning (or having them not spawn that close to the player). Most of my attempts ended with an enemy spawning inside me and I don't want to turn invincibility on :smile:

Good Job!

Escape from planet Shaduk by fishtaod 2021-10-05T15:32:36Z

This is very promising. The core mechanic can easily be expanded on.

It's a bit short at the moment, but I hope you decide to make some more levels.

Ball of Chaos by OmegaFalcon 2021-10-04T17:27:59Z

This is awesome! It's amazing how many levels you managed to make and the main mechanic is surprisingly manageable. Good Job!

Critical Error by JayJack 2021-10-05T15:39:05Z

This works really well as a platformer where you can't jump. It's a bit short, but overall very enjoyable.

LD50 — Delay the inevitable

Sakura Shrine by arzi 2022-04-05T19:01:28Z

This was such a lovely experience. The art and music was beautiful and the story fit the theme very well.

It took me a while to realise how to play. I missed the demon at the start and walked around aimlessly trying to understand how I'd get petals :smile:

Once I figured it out it was very fun to beat and discover the different endings. The prayers added a lot of personality and variation to the game.

I don't know if this word makes much sense in the context of a game, but this game is well composited. Everything fits the overarching story. Even the tutorial, end screen and restart button.

Sacrificium (Sacrifice) by Xeke-Death 2022-04-05T18:20:58Z

I like the overall concept and randomly generated puzzles sound like a cool idea. However it looks like the idea may have been too ambitious for the tight timeframe.

There were a bunch of glitches when I played that didn't influence gameplay, but still felt a bit weird to encounter. (placed items not appearing until you re-enter the room, cultist AI moving into the wrong direction, Text not showing up properly for interactions that aren't part of the chain, but were generated anyways)

Once I failed a couple of times I got used to the puzzles and somewhen realised that it's one big chain which I only need to find the start of to finish it. Finishing after that realisation was fairly easy and fun.

With all the different mechanics it's impressive how you still got the game to be playable in the end. Good job!

Ousted by Reispfannenfresser 2022-04-20T11:34:58Z

@junber That input bug sounds weird. Did you have a controller plugged in by chance?

Sweet Dreams TD by OwlyCode 2022-04-17T18:06:38Z

You people did an amazing job at balancing this game. I was first critical of the large cost increases, but, once I found out that there are limits, it felt great. I was never really sure if a wave would make it through and it took some careful planning to get to a point where I felt ahead.

The mechanic, where nightmares that make it through destroy tiles, is cool. It does however make the game harder and harder as you struggle more and more, which is unforgiving and makes the early game depend on some good rng. (I haven't yet managed to reach the lategame without some nightmares going through. Every attempt I had to hope for none of my towers to get destroyed.)

Some way to upgrade corrupted tiles back into their regular ones could be interesting. Maybe even allow people to invest a small amount to restore towers that were corrupted.

Some more data on the towers would also be greatly appreciated. It would make the crucial early game decision making a bit easier. It took me a ton of tries to even get to a point where I felt like I knew what I was doing.

I really like everything that I haven't criticised. The fun art, chill music, theme interpretation and their fantastic combination all set a perfect mood and make this game overall feel very consistent.

I'm stunned by the sfx. I imagined them to layer into hell, but somehow you managed to make them sound nice for any stack size. Please explain how that magic works!

Defending Hope by Steve Dragon 2022-04-05T23:44:13Z

At first I placed stuff randomly which led to everyone dying. I didn't think it would be possible to win until I won by chance with some very weird placements.

Once I knew it was possible to win I started trying to understand the parameters of the troups and challenged myself to create a strategy that worked every time.

I didn't manage to find one, but this one worked quite well. Screenshot from 2022-04-06 01-20-35.png

It feels like most is still up to randomness, but the gameplay is surprisingly immersive as you sit back and watch all your troups die one after the other because of you. (Randomness fits the story, but strips the player of control)

The playing field seems like it represents the information that is reported to you rather than your view on the scene, which is an interesting change of perspective and fits the story quite well. It only displays the necessary information and is thereby perfect imo.

It would have been nice to be able to distinguish the different groups from one another after the zombies have arrived. (I kept forgetting which troups I placed where since red and gray look the same once started.)

Overall this is a pretty nice entry. I didn't expect to be playing it for as long as I did, but I really enjoyed my time with it.

Reaplechase by emk4 2022-04-05T19:20:04Z

I love the artstyle and the gameplay fits the theme perfectly. I managed to protect my protege for 92 years! (had some lucky rng with only two free tiles at one point and kept spamming wood :smile: )

They got pretty slow at that age so I guess the difficulty over score grows exponentially which is interesting and makes it fit the theme even better.

It took me a while to understand how to gather materials and place stuff. The keyboard controls are nicely layed out though, so the playing itself went very smoothly once I knew what I was doing.

It's a nice game!

Very Long Spell by NotUsername 2022-04-05T17:07:15Z

This game is super fun to play! The weapon variety is great, even though I don't see much use in the fireball. It's like a slow laser that doesn't go through walls. (Might have been interesting to see it bounce around the room or something) The laser at first seemed op, but, since the cooldown increases with every upgrade, it gets very difficult to use on higher levels. The magic balls are very fun in later stages. Close range combat initially seems like the worst option, but it's faster and thereby strikes before anything else can hit. It really added to the quick nature of this game.

Even though it's probably not intentional it was very cool to charge up spells while rolling towards enemies. I hope it's a feature because it felt risky and satisfying.

Overall this game is pretty polished. The only issue I encountered was that the upgraded fireball immediately breaks when standing next to a wall.

Great job!

Say Something by Andreia 2022-04-08T20:30:00Z

This is one of the most positive takes on the theme I've seen so far! The only thing I'd criticise is the length of gameplay. It took me about a minute to see both endings. (I assume there's no more than two, since I did some more ambitious tries later and kept getting the same win ending)

BUT: I guess you could easily expand it with more (maybe even random) dialogue or reply options for different amounts of collected thoughts. Seeing the story progress could be an interesting hook for such a simple platforming game.

It overall felt very polished and the "joke" saturation felt good, albeit the game's shortness.

The Root of All Evil by DV_company 2022-04-06T00:27:33Z

Trying to contain an ever growing plant is a very cool concept and adding fire that's ever growing as well to the mix only makes things better.

It creates an entire microecosystem which the player has little control over, but has to survive in nontheless.

I can't help but feel like this game is lacking some kind of overarching objective though. What's the point in trying to fight the plant when the plant is always going to win? (This is kind of getting philosophical :thinking:)

Abandon Ship by SpaceyLake 2022-04-07T10:43:47Z

Good game!

Reminds me a lot of We Need to Go Deeper. I'd imagine this could be very fun in multiplayer as well.

I like how you could easily expand this game with more alien types, more weapons, more jobs to do. (eg.: mop up the acidic alien blood which causes hull breaches when left on the floor)

It's a solid base and thereby perfect for a jam game. I would love to see a post ld version of this.

Impending chemical catastrophe by codebug 2022-04-08T21:16:26Z

This is a neat concept. The speedups came a bit aprupt and felt kind of unfair in the later parts, but it works well aside from that. I got a score of 4000 twice and felt completely out of control with that high dropping speeds. (which is the point, I guess)

While playing I tried coming up with a bunch of strategies, but all of these ultimately failed which is exactly what I want from a game like this.

I can imagine this to work well as a mobile game. Here's some random thoughts on that: - I'd love to see a leaderboard - Maybe you can add some white or black balls that dissolve anything - Colorblind mode where there's symbols instead of colors (maybe just thirds of a circle) - More gradual speed changes to more clearly see the differences in speeds the players can operate at. (I'd be very interested in seeing a graph of the high score distribution and some ranking within that once the game ends)

Don't Let Me Down by Trev3lyan 2022-04-08T20:45:04Z

This is a fun take on the theme! The game is not that innovative, but makes up for it with polish.

Controls were super nice, graphics, animations and audio were very fun. The small timer to indicate that a new ball will drop is super helpful. The hud is not cluttered, yet informative.

It's looks well designed overall. Great job!

LD53 — Delivery

Deliver Us Evil by k8n 2023-05-05T13:04:29Z

That was a blast to play. I used trial and error for puzzle 2 and have little to no idea how to solve it properly. It gave me some clues for level 3 though.

It's cool that the words and rules are consistent across puzzles. It might be nice to be able to go back a page and check the previous puzzles again in case you want to check on a rule. (I ended up making a screenshot of puzzle 2's solution that helped me with puzzle 3)

I love how simple this game seems at first and how complex it becomes. There's genus and everything? The ending was way funnier than I expected :smile:

Great job overall!

Deliver letters... IN SPACE by Phoenix Fireflower 2023-05-05T10:24:11Z

This is such a fun idea!

Great job on the ux as well. I really like the letter previews, when you are aiming somewhere. Trying to find words is way easier with this feature, but the game remains difficult

It's kind of sad that my best attempt was spamming vowels to replace all consonants and pressing t whenever the "?" appeared :sweat_smile:

It was fun to discover that the letter selection appears to be influenced by the letters in the current line. When you have only vowels left, you always get a consonant.

This seems like such an unnecessary feature, but it's impact on the balancing and feel of the game is incredible.

Die-Giorno by BorderDestroyer 2023-05-05T09:59:56Z

You really nailed the atmosphere to be spooky, but still fun.

Did you originally plan to have a 5th ending for when you deliver all pizzas and leave without bothering about the competition at all? When I tried to get all endings, I didn't look at the competitors pizza and then had to walk all the way back to look at it and progress.

I kind of dislike the humor of "Let's tell the player to do something and then ridicule them for doing so." Endings 2-4 felt a bit weird to me in that regard. Ending 1 was great however.

When I got hit by the car for the first time, I of course tried to trigger it again and dodge. I'm glad I tried, even though it didn't work how I expected.

At the very end of me playing I wanted to see how long the Ending 1 chain goes. For some reason getting insulted for doing what the game told me not to do was way more funny to me :smile: