FoonLudum Dare ExplorerUsers → Rick

Rick

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201738A Small World👥Supermarket Sneakjam903.933.893.693.554.553.894.414.17

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 Rick

LD38 — A Small World

For Eternity by holgk 2017-05-03T17:32:30Z

That's a ton of work you got done, impressive!

Like others have said, I missed a bunch of feedback. But with the tutorial post open next to the game I got to play around with it for a while.

After a while it got a bit repetitive and it felt like I was just grinding through to get to the next building.

If you'd like to keep building on this, I'd say to add some random events or something to keep the playing field a little bit more dynamic.

Either way, nice job!

I Just Wanted Groceries by Jedeen 2017-05-18T17:59:28Z

What a coincidence, we made the exact same concept! Yours is less buggy though :wink:

Fun to see the same idea with different implementation.

Personally I would've liked to have some sort of life system so getting caught is more forgiving. With that you could also increase difficulty by adding more shoppers.

ATLANTIS by OccultOne 2017-05-02T04:27:33Z

Interesting concept, but like others already pointed out some more instructions or visual feedback would really help.

After playing a couple of turns and reading the instructions I figured out how it worked and actually got the hang of it a little bit.

Starstruck Ducky by HuvaaKoodia 2017-05-03T17:09:20Z

Nice game! I was really trying to get to the end, but I think I was a little too pushy to get me some meetings...

Personally I think games like this have more impact if it's purely text based. It being ducks was funny but I feel like it didn't add much to the fun/story/theme for the game.

D.A.D.S. (Destitute Agoraphobic Dad Simulator) by chunkybrewster 2017-05-03T05:02:29Z

Even though I was captivated through the whole thing I'm not sure if any of my choices mattered. I liked the art style (especially the character looked great!) and back story, the dialogues were funny, there was just not a lot of stuff to do.

As a minor side-note, having to click on the phone to put in the number was a bit counter intuitive with everything else being with the keyboard. But hey, it's a 72hour game jam, so I'll take it!

Supermarket Sneak by Rick 2017-04-25T18:39:34Z

@takusan We're thinking of adding a little bit of polish and level tweaking in there regardless. Depending on other comments and feedback we might turn this into something more solid.

Supermarket Sneak by Rick 2017-05-01T15:01:32Z

@occultine We'll make sure to fix the vision cones in the Post Compo version, thanks for pointing it out!

And yup, the team really was that big :grin:

Most of us never made a game before, and only one of us had worked with Phaser, so Ludum Dare was the perfect excuse for us to try it all out.

Supermarket Sneak by Rick 2017-05-03T22:20:30Z

@gamechoy thanks for playing! We're in the middle of doing some level improvements in the post compo. So that death wall won't be a problem anymore :smile:

A Small Planet by rayriver 2017-05-02T02:12:00Z

When I first started I was like "I hope there's power-ups" and there were! Fun game and nice level design. For the last few parts I found myself roaming around and backtracking aimlessly. Not sure if that's by design, but a little map could help me finding my way better. Another tiny thing I would add is a visual cue on previous drilled tunnels. I forgot the spots I could walk through, so that made it harder for me to re-explore the same area. Either way, nice job!

Little Remains by nilead 2017-05-03T17:01:01Z

Sorry, I have a Mac, can't play your game. Let me know if you're able to port it to Mac or web. I'll make sure to give it a go!

Tower up by bog13 2017-05-17T16:34:52Z

Oh boy, this was a little too hard for me. To the point I didn't want to try again hard. I'm not a hardcore platformer or anything but I feel the difficulty ramped up pretty fast in this one.

First two improvements I'd like to see would be:

1. Checkpoints 2. Slower introduction into mechanics (those 3 red enemies right after the falling blocks thing was intense)

Still though, for 48hours, I get that it's in the state it is and you didn't have time to polish it up.

Maybe next time focus less on making a big level and more on game mechanics. I'm afraid nobody actually reached beyond the 50% mark of your tower, which sucks because you probably put a bunch of thought in the level design.

Either way, for 48hours, hat tip to you :tophat:

Welcome to the Show by jdoughty 2017-05-03T04:39:42Z

Since I'm on a Mac I tried to download your SWF file. but when I open it it says:

``` VerifyError: Error #1014: Class flash.ui::GameInput could not be found.

at boot_11ff/init() at flash::Boot/start() at boot_11ff() ```

Hopefully you get a chance to fix this so I can play and rate your game.

Welcome to the Show by jdoughty 2017-05-09T01:43:24Z

Thanks for making that Mac native version, worked fine now!

Like others have said, the game needs some extra love, hard to comment and give feedback.

I think you probably know most things you want to add/fix already but here are the ones that stood out the most for me:

- No health indicator (would've been nice to see how many hits I can take) - Level design was a little off since you could just walk up to the boss and still have some other enemies left to fight

Good luck finishing this one up!

Super Kaiju Dunk City by emarcotte 2017-05-02T04:40:48Z

Love it!

What Remains. by Fiote 2017-05-03T01:00:03Z

Surprisingly well balanced game for the time you had to build this, I easily wasted 45 minutes playing this :grin:

The "scrap is everywhere" was the only thing that was a little weird to me (but hey, as long as I get scrap I'm good :wink:)

Definitely worth building out (might make for a fun mobile game?)

Space Cowboy's Last Stand by jasperarmstrong 2017-05-03T01:58:24Z

Haha, this was fun! I love how my own bullets kept killing myself. The prices for the upgrades were a little steep but a little tweaking can fix that easily. You should try and polish this up and turn it into a more solid thing.

Keep it simple though, the pace of shooting and killing aliens feels just right to me.

From robots with love by Guillaume Voisinet 2017-05-02T02:49:07Z

I'm sorry, can't play your game because I'm on a Mac. Let me know once/if you have the chance to port it over.

Super Plumber Man vs The Evil Elf King by BeamKirby 2017-05-19T16:14:03Z

Haha, this was super fun!

If you add a little more visual polish I think you'll have a game people would share around pretty fast. Game feel and story is spot on, so don't change it too much.

I hope you get enough votes to get ranked!

Match the Fleas by DaisyChubb 2017-05-19T16:25:51Z

Great job on your first game!

A couple of pointers to keep in mind for next time:

- When the players focus is on the left with all the fleas, the facial expressions of the dog get lost a little bit when you make or miss a match - The visual difference between the matching fleas was a little too subtle for my taste. _(Maybe something more obvious like merging a "broken heart" type thing could work?)_ - The sounds for good and bad were both pretty happy sounding. So when I started playing I thought I did everything right, but I was doing it wrong apparently :grin:. - Once two fleas are connected they visually still look the same as the once you're selecting. Maybe change their appearance a little once they're locked in. - Finally, maybe a max number of tries so you could also lose the game. This way there's a little more tension for players to get it right.

Either way, like a said, for a first game, nice job! Especially since it's made within 48hours!!

Hat tip to you :tophat:

Lead the Ants by matita 2017-05-03T02:48:05Z

Nice idea! (I actually made a similar game for my first Ludum Dare when the theme was Tiny Worlds, haha)

It gets a bit repetitive after a level or two. Once you make a path to the food it's pretty much just hoping your buddies don't wander off otherwise there's almost no way for you to put them back on track.

Couple of improvements I'd personally like to see: - A way to remove your pheromones, when you have too many the ants go crazy and there's no way to fix your mistakes - keyboard control instead of mouse. I think I'll feel more connected with the game if I'm actually walking myself instead of directing with a mouse click. - different terrains, maybe there's a terrain that hurts the ants, or some that speeds them up? - multiple food spots that deplete faster so you have a more dynamic playing field

Considering it's your first time doing Ludum Dare, making a game and playing with Phaser, I'm impressed!

Keep it up and I can't wait to see your next game :grin:

Dispyria by Tat2Tim 2017-05-02T19:34:24Z

Too be honest I felt I was getting lost the whole time. Apparently I did it good since I actually finished the game! The final boss (the squid I think) didn't do anything to hurt me so I could just stand next to it and shoot until it died.

The colors and art style went really good together, nice job! Music was nice, SFX were a little too loud and harsh, but hey, we can't have it all :wink:

Possible improvements: - Some backstory so I know why and what I'm doing - Different enemy types so it becomes a little more challenging. Right now you can easily rush through the world - Improve level design to encourage exploring, there's nothing telling or hinting where to go (but that might be by design) some minor visual guidance would still be nice though. - Enable replay (all items were still unlocked when I try to play again)

Art style definitely has potential, the platformer itself needs some additional attention though. Nice job 72hours! :thumbsup:

Leucos by Harry Alissavakis 2017-05-16T20:25:00Z

Woohoo, this was fun!

I only stopped playing because I'm playing and rating at work :D

Really impressed by the level of polish and mechanics you got in for 48 hours.

Not sure if it's worth pursuing for further development since it will end up being "just another shooter", but maybe I'm being a little too pessimistic now :smile:

Art was on point, music kept me on edge and the blast sounds were satisfying (maybe a little more base to increase impact, but that's a minor detail).

Overall, really nice and fun game!

Aquarium king election by boorik 2017-05-16T17:32:33Z

This was fun! At first I was kind of confused by what was happening but once I got the hang of it, i started planning and predicting difficulty.

I think this is worth polishing up a bit!

Music was a little repetitive and the SFX were a little harsh. But hey, 48hours and you actually managed to get a whole game in with sound! That's pretty incredible.

Barbuglio by pataya 2017-05-17T22:10:50Z

Nice job on the audio! Game play was a little unforgiving and too quick to really be able to complete tasks on time.

If you have two tasks at the same time it's nearly impossible to complete them both. Here's some things that I think could improve the game:

- More visual feedback when returning a task - A little more time in between tasks to catch your breath and wait in anticipation - Maybe when you build on this you can have combo tasks (like a music pig, or some healing water)

See if you feel like adding them, might be fun :grin:

Either way, nice job for your first Ludum Dare game!

Goblin Assault by Syndelis 2017-05-09T01:15:33Z

Sorry, don't have a Windows machine. If possible, could you upload a Mac or Web version?

Goblin Assault by Syndelis 2017-05-19T16:41:42Z

Got my hands on a Windows machine and finally got to play your game!

At first I thought I was doing something wrong while waiting for the waves to come in, but I guess the timer in between is just a little long. If there was something to collect or prep in that down time that would be a little better.

If there's nothing to do, maybe just keep on spawning enemies constantly instead of having it come in literal waves.

An overview map could also help, I was really held back to explore the island and look for enemies during a wave for the risk of them attacking my crystal. Maybe some visual indications on when the crystal is being attacked when it's out of view could also help with that.

Either way, it has potential but I feel it'll be hard for you to polish it up because it might end up being "just another tower defense" type game.

Slightly Angry Max by Takusan 2017-05-01T23:07:27Z

Shoot, can't play. I'm on a Mac. Let me know when you get the chance to port to Mac.

Tetripolis by kasarun 2017-05-03T17:18:34Z

This was waay more fun then I thought it would be. :grin: I had to stop myself from playing it, really fun!

It's awesome to see how well balanced the game is for just 48 hours. I say, polish it up and turn it into a little mobile game.

Seriously, I could play this on the toilet for hours :wink:

Flat World by rpmoura 2017-05-09T01:24:32Z

It was a bit confusing. Me and my wife played it but "pushing" the blocks didn't really seem to push blocks to the other side all the time. We were able to clear out the blocks though and had a little fun with it along the way!

Unfortunately the lack of music and the confusion of the controls made it hard for us to really get into it. Nice idea though, with a bit of polish (music, animations/particle effects, maybe a little screen shake) I'm positive you can turn this into something fun.

Just Another Pocket Universe by Owen Davies 2017-05-15T21:53:49Z

Sorry man, I didn't really get what was going on or what I was supposed to do.

But from the size of the inventory I see you had tons of plans for this Ludum Dare. Maybe next time start with a smaller idea. It looks like you bit of more then you could chew on this one.

Smallverse by Spiteful Fox 2017-05-04T04:48:07Z

Unique concept, would've liked to get some more feedback during the game. I was really picky and because of that the game got a little repetitive (but I guess that's my own fault :smile:)

Either way, good concept that I think is worth exploring further. Maybe a tinder like mobile app where you swipe left and right to save planets or destroy them?

Some stuff that could help:

- Visual representation of the species - More info on what you've chosen so far (unless you want to keep it more in the dark so people have to guess) - Some visual effects when saving/destroying a world, but that's just polish in general, so I guess that speaks for itself.

Ghost Cat by Belga54 2017-05-19T16:02:52Z

Make sure you call out any 3rd party assets you use. Please correct me if I'm wrong but I think I've seen that little robot dude before.

Either way, couple of things I'd like to see if you'd work on it some more:

- Making sure cats only spawn within range of the viewport - Some additional feedback from when the cats reach the surface (some sound effects, screen shake or whatever could help) - Some variety in enemy types, it got a little repetitive after a while - Some variety in attack types, maybe something as simple as being able to throw the rocks instead of falling them straight down

Great job for someone who started programming a few months ago!

Keep at it and reach out if you ever need any help or pointers :grin:

FLUORIDER by anim_ace 2017-05-17T16:23:00Z

took a while to figure out controls (like more people said) turns out they were in the bottom left of the screen the whole time :grin:

Fun little interactions, but feels a little unforgiving at times for some reason. Maybe it's because the hits and button presses feel a little disconnected, I don't know.

It was a lot of fun to play and the music was spot on!

It's that I'm at work rating games, otherwise I would've played more.

I think it's worth polishing up, you already have the combos and interactions down. Only thing left is "game feel".

Aether Mine by merrak 2017-05-02T01:54:24Z

I like the idea, too bad your sim city idea was a little too ambitious but I can see where this can go. At this point it's a little repetitive and needs some balancing. But overall nice job getting all the art, sound and mechanics in! The game actually sucked me in for a good 30 minutes :smile:

Tiny Hadron Collider by clegamecoop 2017-05-09T01:13:02Z

I'm afraid I really didn't get the mechanics of the game. It's either a balancing thing or me just not getting how gravity works :wink:

A little more visual feedback on the particles would be cool and the sounds are sometimes a little loud compared to the music. Nothing a little polish can fix though. Because of me not really getting the hang of it, I didn't enjoy it as much, sorry.