Foon → Ludum Dare Explorer → Users → RexTGun
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | Manicat | jam | 717 | 3.54 | 3.77 | 3.31 | 3.93 | 3.76 | 3.50 | |||
| 2021 | 48 | Deeper and deeper | Rex's Wizardspace | jam | 1083 | 3.42 | 3.50 | 3.98 | 1.87 | 3.73 | 3.62 | 3.48 | ||
| 2020 | 47 | Stuck in a loop | O O O | jam | 267 | 3.92 | 4.12 | 3.98 | 3.19 | 3.83 | 3.77 | 3.13 | 3.68 | |
| 2020 | 46 | Keep it alive | CRAZ | jam | 441 | 3.84 | 4.02 | 4.05 | 3.75 | 3.43 | 2.94 | 2.47 | 3.67 |
really fun concept, the game was lacking a lot in the feel department but had funny sounds and voice lines. 3rd level felt next to near impossible. game feels a little to punishing for a puzzler
I had to click when I saw the thumbnail, the idea feels like it could be developed into something quirky if this concept was given some direction. but hot damn, twisty shooty is the best name ive heard for any game in some time
before i say anything i just want to point out that the art is absolutely phenomenal, and you should have included the humor category because i found it hilarious the way they slice and half and moan like old men. from a strictly game play perspective though the game felt a little to punishing (not referring to difficulty but how difficulty is treated). im not sure if i was supposed to slice right after the shadow was invisible or a little afterwards and how much leniency i would get but it really felt like i hit it right on time somtimes or maybe a millisecond off and it ended in a draw or death. fun submission and was overall fun to play
really amazing art and music, but gameplay feels unplayable. there is very little feel or feedback for what you do and not really anything that gives you a solid idea of what to do. I found myself just standing around seeing how many things I could piss on. still congrats on completing LD46! don't forget to review and play other peoples games as it will boost your games popularity
aw damn this gives some feelings of serving a not a great god that everyone knows and worships but just your local tribes small god of some specific thing. a vibe not often seen in a lot of places. very much enjoyed the feeling of serving away shaping my little farm for his glory. cant wait to see more!
Really cool what you and your team was able to accomplish during the ludum dare! overall it was pretty fun but i did notice some big design problems (please take this with a grain of salt as i played the executable version, i also played the browser but because of lag i stopped half way, im playing on a old machine because my newer one broke). its VERY unclear as to what you should or even can do, alot of the time i just walked into downtown because it felt like there was nothing else i could do. minigames (especially the burger flipping one) seem to conflict with the story. if a player is playing just for the minigames they will see the story as a drag to get through and if a player plays for the story they will see the minigames as just in the way, keeping them from their real fun. the best way to fix this would be to make story elements into minigames and minigame elements into story ones, you actually kind of did this with having to keep social distancing when going to downtown. it was gameplay that directly influenced the story so whether you were playing for the gameplay or the story you got service on both ends from those sections. i hope you will take that into consideration and cant wait to see what direction your team takes it! you did alot of amazing things with multiple resources to manage and consider ontop of all your actions (aside from flipping burgers) having real consequences great job!
Really fun! all the levels up to 14 felt perfectly challenging and learning of the mechanics felt natural. level 15 felt just right challenging wise but janky physics and bugs really started to show their face here. I really want to see this developed further (with some more bug testing of course). one of the best games I played this night, ty!
The art was pretty lack luster and the over all feel would have been underwhelming... If the gameplay wasn't so fun. by simply using physics to toss your fish around combining skill, uncertainty, and risk with having to get to water regularly emerges a lot of moments that feel like genuine decision making. I definitely want to see this polished up a lot more and maybe have the fish flop around too. really fun!
really good job and surprising amount of depth for a game made in that your timeframe! but purely as a game its riddled with bugs and lacks polish, one big problem though is the time it takes waiting between waves and watching everything play out so slowly. the big fun in this kinds of games is making the defenses and adapting them as things get harder so to much time between will make for a tedious experience. still really great job with the limits you played with and hope to see more soon!
@devesh-sharma it seems like alot of people missed that too, probably should work on that. there were alot of things that even after the tutorial were unclear which is perfectly understandable for a compo game though if you plan on expanding it later those are things you should definitely work on. did not deduct points for that because of the limits. hope to see this game developed further if you plan on doing so!
I saw hips, I clicked. I tried to give this game all I got but ended after the bad ending (got as far as getting to the hamburger joint). the story was extremely enjoyable hitting all the right notes with tone but planning the weeks felt like a chore, maybe its just not my kind of game but it definitely feels like those sections could have been designed to be done faster. the design of the planning was nice with the balance between money, various skills, and stress. atleast that was interesting but doing it over and over again was a bit of a drag atleast in my experience. insane ammount of playtime and depth for a LD ty for making it/
[APPLE]
really fun idea! the feel was on point and it felt really nice to move energy from the enemies into the generators, but some design choices did create frustration. a few times i would confuse CTRL and SPACE or maybe just hit a little off i would be draining the generators and fueling the enemies. that did not feel like a punishment for playing bad but instead just like controls that allow the player to do things they dont intend since there is not a point in which you will want to fuel enemies or unfuel generators. also the enemies did not add any real challenge with their damage with the game feeling quite slow. what might have made it more interesting is if they were shooting at you (since the movement was done so well) and maybe if there were enemies you wanted to fuel or generators you wanted to empty, maybe some generators are overheating and if not drained they will explode! or some enemies can be fueled to the point of explosion killing enemies nearby. just things like this could add a ton of depth to your simple system and make the game exponentially more interesting. i really cant wait to see where this project goes and thank you for making this game!
chuchuw, will do. i will be looking forward to your Post LD Version
the game was a very interesting puzzle with a cute funny theme, but there were some conflicts in design that made it frustrating enough for me to have quit at level 16.the time limit conflicts with the ability to retry a level since being able to retry makes it so that running out of time has no punishment but wasted time and it comes down to a test of speed instead of a test of thinking. the way tetris gets around this and makes both speed and puzzling work together is by each situation being random, once you lose you lost that forever and you will probably not run into that exact same situation again in your life. the way you could implement this is by having a procedural system that generates a level by placing blocks first and forming the level around this so that you could keep both the time limit and the puzzle elements encouraging thinking on your feet. as for the levels that teach you how to play thats where being able to retry comes into use though you could also make that procedural and limit what the level generator can do. this is a really interesting concept but sadly these two elements are set into conflict with eachother, i hope that you can resolve this and make this good game into a great game. over all this was really engaging and definitely fun
@mira WooOOOOO!
Love the oppressive feeling at the beginning, enemies challenge your abilities and your upgrades genuinely shift the odds. Its fun to see your choices have effect. The breaks with the upgrade select ask for strategy while the gameplay begs for reflexes and positioning utilizing both skill and wit.
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gameplay is pretty convoluted and not intuitive so it took a game or two to understand how it works. at first I thought the strategy would just be to keep using the kill all enemies button but the need to repair allows for decision making and risk management. the game isn't to polished but design wise you did really well
One of the better games ive played so far, while it was a liiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiitle difficult i felt like my decisions matter and was interesting trying different play styles to see if i could even get past 5 minutes, its hard for a game to be interesting when winning is so difficult but somehow you made that fun. heres my favorite strategy i tried out ohno.png
@yoshify im going to miss building my huge shields :< you could make it work by giving them health forcing reconstruction/management and adjust that to where its either sustainable or not sustainable for the long term. since asteriods increase exponentially whatever health they have they will become non-viable eventually
@yoshify will be looking forward to your post ld release (:
i pissed myself
a very interesting dynamic of resource management, these mechanics leave alot of opportunity of how you can approach a problem and everything costs something, be it time, energy, or progress. was very misled by the simple graphics and cheery music that this would be a easy game. but it was definitely interesting
Amazing how simple rules lead to complex enough strategy to be interesting, requiring quick thinking and adapting to how things change around you to stand a chance. absolutely amazing gameplay, though I think there might have been some form of memory leak as it got super laggy after the first level on my machine. might wanna check that out
@sirfetishfancy im sorry to hear about the random deaths, i feel like it might have been systems in the game i did not convey properly in the game itself which i will improve apon in the PostLD release, though if thats not the case it might be a genuine bug which i better crack down on. thank you for playing!
@creamybacon2 i see you found the most effective and the most fun strat, currently working to make alot of the moves alot riskier with other enemies and mechanics beyond what is human. really hope you will be looking forward to the PostLD version and tell those who you think may be interested!
fun idea! though the sense of challenge just isn't there with the ability to move players and objects, feels more like a sandbox with a timer. if you decide to further develop this or develop something like this I would recommend you limit the players abilities or have them change from different levels giving them agency over only certain things or for a certain amount of time. it would be really fun to build a little hut of logs and see how it fairs against a horde of zombos
amazing graphics and sound as always! as for gameplay there isnt much room for interesting choices and theres a huge lack of feedback, im often caught waiting to see if i really hit a zombie or not. if theres a sound for hitting the zombies it should be louder, when zombies pile inside of eachother it becomes impossible to attack them without getting hit, aside from that great submission! feels like playing a piece of pixel art!
beat the game, it was a cute and fun experience. but it has a few glaring design issues
the first level was a bit confusing as to where to go, one saw buildings in the background so assumed they were just sprites until i had to take a dumb guess to figure out i could jump on the buildings too. could have put a enemy within sight or something ontop of the buildings so the player could more easily figure out "oh im supposed to be here"
there was a lack of telegraphing, in the squid fight the animation for when the squid is coming only plays for one of the layers so when the squid swooshes back it feels out of nowhere with no time to react. the telegraphing animation for that could have been longer though.
not sure if this was just me but the knives in the first boss felt a bit unfair, especially since the boss afterwards was much less difficult. since the knives came at you so fast there was only one real direction you could go in and once you commit to that you would have to hope you have enough space.
lastly there was lack of feedback. when i hit a enemy i didnt know if i damaged them i just had to hope, when i shot the drone above me i didnt know if i hurt it or if i was even able to damage it but eventually it just disappeared. it would have also given a sense of progression if the boss battles had a healthbar or any indication of getting weaker.
overall for a jam game this is something you should be proud of! congrats on doing the ludum dare! i hope you can take these elements and implement them into your future projects and continue making better games! thank you for sending me this.
I finished your fucking game, fuck you, fuck this, fuck everything, worst.game I ever played and the absolute best ,I love it and it's rat filled glory, it's amazing 10/10. fuck you please make more
best interactive experience I've tasted.so far
theme graphics humor and mood are all 10/10. though the gameplay just didnt resonate with me, it certainly was satisfying getting the hang of wrangling that fucking spaghetti but. after that i was just to exhausted to continue, this might just not be my kind of game though so wont give you a low score for that. congrats on submitting and thanks for sending your game!
you straight up saw the theme and thought "duck it im making doom"