Evacuation by someone 2022-04-21T01:24:14Z ♥ 0
It made me sad to kill the dino aliens. It also made me sad to kill the people. Why did I do it?
Foon → Ludum Dare Explorer → Users → Roolow
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | 👥 | Hot Dog Rescue | jam | 935 | 3.23 | 3.19 | 3.66 | 3.79 | 3.59 | 3.30 | 3.65 | 3.45 | |
| 2022 | 50 | Delay the inevitable | Monkey Seen, Monkey Screwed | jam | 680 | 3.54 | 3.48 | 3.80 | 3.10 | 3.32 | 3.72 | 3.48 | |||
| 2021 | 49 | Unstable | Ribbit Rapids | compo | 3.25 | 3.50 | 3.25 | 3.25 | 3.25 | 2.75 | 3.00 | 2.75 | |||
| 2021 | 48 | Deeper and deeper | Baby's First Concussion | compo | 624 | 3.21 | 3.01 | 3.90 | 3.88 | 3.24 | 2.27 | 3.52 | 2.97 | ||
| 2020 | 47 | Stuck in a loop | YOU MISSED MY STOP | compo | 345 | 3.35 | 3.21 | 3.52 | 4.21 | 3.29 | 2.26 | 2.65 | 2.72 | ||
| 2020 | 46 | Keep it alive | Don't Bring a Dog to a Gunfight! | compo | 2.89 | 1.94 | 2.83 | 2.72 | 2.61 | 2.28 | 3.56 | 3.31 | |||
| 2018 | 43 | Sacrifices must be made | Resolve Express | compo | 2.75 | 2.13 | 2.50 | 2.29 | 1.79 | 2.07 |
Roolow leaves an average of 14.3 feedback comments each event.
It made me sad to kill the dino aliens. It also made me sad to kill the people. Why did I do it?
Oozing with style! This is very impressive, the team clearly knew what they were doing. I'm checking out your previous work and can see that this isn't a fluke. I really love the mood of navigating abandoned rooms, and that growing tense music as the xeno approaches. The writing was great, I loved where the story begins and that you drip fed the details. You got me with that anachronistic (or nostalgic) LCD map graphic. I enjoyed this game alot.
I typically don't care for these kinds of games, but I found yours easy to get into and appealing. Just simply having choices and rewards at the end of the round kept me engaged! Sorry I'm not seasoned with the genres so much to give more thoughts. The graphics were consistent and effective, and since it was very easy to control (and fast to progress) I liked it.
I've never seen a rotation mechanic like this in a puzzle game, very cool! I found it a tad easier than I wanted it to be, but I bet you could imagine some modifications/mechanics that would give it a little bite. The presentation of this is spot on, and I found myself getting into a tetris zen with that music and the calming theme of it. Extraordinary!
Took some getting used to. I was sad that I could never quite get the frog to hop even though I seemingly got him to pose for it a few times. I managed to get a sort of cartwheel motion going though, and that was pretty satisfying!
The graphics and music are incredible and impressive. Also, Im curious, is the level proc gen'd? Because I wondered for much further than I would've anticipated you implementing. As others have mentioned, the gameplay is a bit disapointing in contrast to everything else that's amazing about this game. Even the fire stoking and crackling was entertaining. But if the stick collection involved narrative stuff or exploration or something else I would've enjoyed it more. Still I in it's current form it's something special, so I must applaud the team!
Congrats on your first LD! The graphics are cute! It's fun to find the optimum route, and your mechnanics are sound, however once you've found the best route, it just becomes repetition, which isn't too bad to have but I would suggest something to mix it up and give the player more choice. An example that wouldn't require changing anything you have would be that caves are exhausted after you've used them and therefore to get the best score you must use all of the caves and in an effective order. Either way did enjoy my time with it. Good job!
It's very satisfying that one pellet from your shotgun is enough to liquidity the zombies. And the quick flow of ammo conservation, to then being fully restocked held my attention. A fun little arcade game with a unique feel and well executed!
Im humbled by the graphics, the art design, and the atmosphere. This would be impressive for a jam game, I'm blown away that it was compo. The lens smear was a subtle but effective detail!
Great minds think alike! I also did a stealth game that tests the player's greed! I like what you're doing with yours, and showing the enemy path is a novel solution to avoiding the stupid static "patrol" npcs. Simple but engaging, good stuff!
I also struggled with the mechanics a little. But it was interesting to play, and as was mentioned the audio, models, and synchronized animations really make this game stand out.
You made it very satisfying to slam those crabs! But maybe that says more about me..... Either way great job!
Very clean and consistent pixel art. I like it! The razor thin margins on how much time you have to do things and what order to do them in make it feel more like a puzzle game, which isn't what I expected at first. It's quite selfish to mess up mom's room just so that she doesn't see how messy yours is. Also, if she doesn't see you...are you a ghost? I feel like there's some fridge horror going on here...!
Very clever name! I love the art style. Although I don't think there was any reason to, a few times I looked behind me and it was quite anxiety inducing!
The whole indie vibe of the painted hand sketches and the ridiculous animations and audio at first honestly seemed armature, but when it's running I realized its actually very cohesive and creative and most importantly very funny! I stand and applaud.
While I agree with the others that the baby crying mechanic was confusing, I did enjoy jumping and collecting everything in the game, and the art and stuff you were doing (moving a discount sign to the other headset) was funny and very charming. I'm glad you learned some things during the jam, that's always the must valuable thing I take out of it. Here's to more learning in the future for us both!
Didn't expect a Pachinko/Narrative cross over could be so engaging! Your team knocked it out of the park with this one. There was one scenario that was particularly kind of sick, that had me laughing at the result of it gaining you more food (the blood shark one). The music never got old, and I loved the design on the pachinko machine. Im undecided about how well it acheives the theme, but then again I personally found this theme difficult so I still rated you well for it. Wonderful job, this was a delight.
Wow the audio sound of you bleeding out is really intense. I enjoyed it for a little while, but as @confidant17 mentioned I think the minimap being completely revealed hurt the experience of exploration for me. However the different potions were fun surprises.
I didn't expect to see such an 'actiony' game with puzzle script. Clever!
Like others have mentioned I liked shooting my way through the intro cutscene, that was some good Ux. And yeah there were so many monkeys that you're immediately helpless. However I think I found a strafing technique that held them off for quite a bit.
Screenshot 2022-04-06 220716.png
But on a serious note, could you guys have picked a something better than monkeys and their bananas? That's honestly so played out....(sarcasm, my game has a similar theme :) ) Great work!
Very clever. I use a left handed mouse, so I could really only effectively spam the spacebar with my pinky finger, which was physically uncomfortable. But it made me want to find the bathroom really bad! Absolutely genius.
I definitely panicked when I started playing. But in a few seconds I was able to figure out what was going on. Neat little mix of mechanics and a good application of the theme. There's something comical about the moon turning red at the beginning, almost like it was mad.
Cool style. Gave me mutant hockey/football league vibes.
I'm very impressed that you all pulled this off. The graphics look shippable already! Very charming. Although I had trouble feeling like I could have any way of succeeding I suppose that is on theme.
bone cubes! I like lucifer seems disinterested with you character and is just there to mess what what you're building. Maybe that's what hell is. I tried doing the minecraft "build underneath you to climb" thing, which was very satisfying to do, but seemed to be the dominant strategy? I guess if the vertical stacks combo'd that would've put an end to that. Either way I like the concept. Nicely done!
I liked it. I could imagine it going further, playing with funny things where the lights go out and you only hear the sound of the robot hitting the button. I agree with the others this is a good literal fit to the theme.
Wow this is very surprising for a compo game. The music, and the visuals are outstanding. I do really like the 2d sprite in 3d thing. It's a fun/funny concept to boot. This is one of the more impressive ones I've played. Though I'll admit it felt like it had a high difficulty spike at one point that I got stuck on for a while. I can't say too much though since my game suffers from difficulty problems too :) Spectacular!
This was pretty fun! I really loved the art and the deinterlacing effect going on. Those medusa heads are a tad....familiar....! I like the punchy beat in the background too. The challenge felt right. My only comment would be that it seemed like there was no difference between the ladders and the rope? Maybe you should've only had one, unless I missed something. Well done though!
Im a sucker for physics games that take a little bit to get used to. This was right up my ally. The crayony visuals and the little particle effects were a nice touch. Might be a tad slow for my liking, but Im still impressed with what you've got.
Wow, this it is very satisfying to use the bombs, or free the little guys to expand my force. I love these kinds of games, reminded me of pikmin, and this has a cool core "destructable walls" base that I think could lead to some very interesting stuff in a full game. But Im impressed with what you've done in the jam alone. Thanks for this!
I've never seen this before. But its got me thinking you could make a visual novel/adventure card game, sort of.... Really interesting and kept me intrigued. I like how you matched stress in the experience to literal stress cards! I think the only critique I would make is that it being card based I expected a little more strategy/choices. But that's hard to balance with the kind of game you're making here I guess, it seems like a new genre after all. Great job!
Glad to see another baby game in the lineup this year. I thought I'd be the only one.
Wow! Although my game isn't stealth, it has a similar feeling to yours! (mine has timing of enemies and going into another layer) You game is definitely more polished than mine, I wish I could say it was just the extra day and person, but you guys clearly have talent. I loved the concept, and the intricate layout of the mansion. Great work!
Excellent entry. I'll admit Im very jealous you've created a 3d adventure game that has a right to be 3d (you can travel in all directions). It very much reminds me of Echo the Dolphin on the dreamcast, and I would totally play a full version of this game. The controls were a bit touchy, but it's hard for me to dock you points, since my entry suffers from similar problems :) Excellent work and thank you!
Im impressed at what you've done during the compo. I found the mechanics as fun as they were challenging. It gave me "Getting Over It" vibes. I liked simply just swinging on the chains. Which is usually a sign of a solid core mechanic. Great job!
As others have mentioned, any time you finish a game during a jam, that's something to walk away feeling good about. But to have a game that's also fun? That's great. I don't believe I've seen typing mixed with fishing before, and it was pretty satisfying to type out some catches. It kept me engaged to see where things went. That's victory! Good job, and here's to the next one being even better!
At first I wanted to say I didn't like the looseness of the controls. But when I first dove out of the ocean like Echo the Dolphin I realized you have something really fun here. I would've like to see more done with jumping out of the ocean, maybe going through rings or dodging obstacles before dropping the trash on the boat. I love the trippy sky and water patterns.
Yeah I echo what was said, this was an intriguing, cozy adventure style game with exceptional art, animation, and style. I just want more!
Cute and original. Really appealing and consistent visuals, I want to see more of this world! And I loved how the pizza parlor music faded out as I dug deeper. I enjoyed the feel of the game, the mechanics, the music and the graphics. I think they only thing that would've made it better is some type of power ups or some type of upgrades, but that's not a critique so much as it is a request. This is a very solid showing for a game jam, excellent work all!
Hey! This is originally what I wanted to do for my idea! I wanted to go inside different genres, but I just couldn't do it in the time limit so I ended up with only one. But you did it! I'm very impressed that you managed to get four game types in here. And it was so clever to represent THE SAME ROOM in each of those gameplay styles, each with their own art "feel" AND music. I did seem to get stuck on the tetris level, not sure if I did something wrong or got a bug. But that was only disapointing because this is a really cool concept that I would totally play a proper version of if you ever decided to follow it. Well done!
This was definitely a unique experience. There's some something resonating in the concept that you have to focus on breathing in the game, and the gameplay induces panic might lead to the same problem in the real world. Very "deep". I definitely felt my attention span going nuts, trying to process what I should be doing, bouncing my eyes between the aliens, the oxygen meter, and word bubble. I also loved the feel of laser cutting those blue blobs. Good stuff!
Solid little game. I usually don't like games like this, but there was something appealing about your execution. I loved the effective shapes and 3d art. I will say the constant ramp up in enemy spawning led to some panic on my end. I don't know if you were already doing this or were aware but got pinched by time, but one approach I suggest for that is to have a wave of a spawn rate, that goes from little patches of enemies, to a lot, then back again to give the player the "tension and release". But I enjoyed your game...but not proud enough of my score.....( only in the 3000s XD )
I liked the visuals above ground, along with the audio, it felt like an old isolating computer simulation. Below ground was a little less interesting. I can see where this idea has some potential.
Cool concept. I had fun with it for a while, until I learned I could blow anything up with the torpedoes. This meant that I didn't have to move much at all to rack up a high score. Maybe if you had made some things indestructable or other faster obstacles it could've stayed challenging. But balance is hard during 48. Either way good job.
Good implementation of 2D golf. I seemed to have stumbled upon a bug in level 2 where I kept losing the ball into the grass when shooting down (shooting up was difficult with the limited screen space). Not sure what the bug was, but maybe capturing mouse delta if that's not what you were doing, would allow me to shoot in more directions.
Really good entry. Feels complete, with interesting sokoban mechanics. Great level design and art! Well paced, difficulty seems perfect.
Not my kind of game, but I was drawn to the early PC/PS1 style of it. And I laughed at the low resolution loading screen. Very cool, look and feel. I have to give credit to anyone who can work "deeper and deeper" into more than just setting and narrative, and you've done that, and we'll executed. I just can't make myself grind, but that's a personally problem that isn't reflected in how I voted :)
Amazing. You have invented an intriguing main mechanic which has good depth, implemented it well, designed satisfying unveiling of the nuances through the levels, and on top of that great visuals and sound. Top shelf! Thanks for making this, hope you have plans with this in the future, multi-faction stealth stuff has always interested me since that one segment in the beginning of MGS4.
The music was really cool. Was it being generated/adaptive? It didn't sound like it was looping, either way great job. Also I liked the particle effects and the foggy/dreamy ambience and effects in the distance. I would've liked to see other layouts of the collectables, maybe mixed with the spikes, but I'll confess I couldn't find the exit to the first level :)
Cool idea! I was scared for my little ducks a few times. As a frequent scared pedestrian myself, I felt that I wanted to see traffic signals on the cars so I could tell if they were turning towards me. But I guess your simulation is accurate to real like where no one uses signals when they should. Fun game, Great job!
Great concept! Like someone else mentioned, this also remind me of slot car racers. It's really satisfying to land a bunch of "perfects" in a row. And I love the behind the car camera mode. this is some "serious s**t!".
wow, Im surprised Ive never seen this idea before! genius. I early on I was making it easier for myself without even noticing, because I was jumping alot, creating arches (loops!?) to travel under. Maybe another reason to jump would've been good. Coins to reach, that maybe you can't collect until you are stacked upon a few layers of your own path? Anyways, Fun and clever!
We both landed on a similar idea! I went with taxi's though. Im very inspired by what you were able to pull off in the compo. Excellent job!
Nice 2D on 3D style! I've got a bit of that in my own game, but you've done it better in my opinion. Also I don't get to play a lot of neat boss fights in the jams, so I'm happy to play something so interesting. Great stuff!
Very good work. I too wish I could've done things like this so young. The variety in the levels you've done is surprising and creative. Keep it up!
Nice design. A metroidvania in a straight line! The progression you make even though you restart prevents it from being frustrating. Well designed!
the googly eyes were a great touch! interesting idea for a game.
I like the concept. Fit's well with the theme and is fun. I couldn't help but feel that I wanted to see which switch went to which part of the track ahead of time (maybe with cables connecting them?). Because I think the fact that you're moving AND have a "trial and error" for every switch was a bit too much for me. But maybe I missed some indicator I was supposed to see? Anyways cool idea for a puzzle game, and well done.
fantastic music. most beautiful thing I've heard in a compo.
Wow I'm very impressed. Even as an original concept it's great. But On top of having great individual level design, the concept and matching to the theme is genius!
Interesting game. Reminded me of this http://www.hardcoregaming101.net/enemy-zero/. If you didn't know about that game the similarities of how the halls look and the invisible enemies is uncanny. Regardless, nice work.
You see a lot of action puzzle, and sometimes rhythm games in these jams, but this is the first zelda adventure one I've played (and it's good). I'm not really sure what the curfew was for other than I guess it connects to theme. But I loved the layout, it was fun to explore, and had those great "a ha!" moments when you discovered a new ability. The temple was a cool surprise and a great way to wrap it up (though greedily, I wish there was a boss fight!)
Great style. And well made, addicting puzzle design. I agree with @sirred that the game would've been fun even without the shipping container. Maybe if I could take two hits.....it was really frustrating to have to redo a puzzle when almost about to finish it. But I would play more of this, it was quite good!
That was some of the best level design I've seen in a jam game. Bravo!!! Very fun, and great concept. I would play more of this if you made it.
It's like platforming in a 4th dimension, needing to time both jumps and when that jump button press will occur. Surprisingly dynamic, might require a little too much of the player though maybe thats just me? Either way being able to edit it live is a cool spin. I think even adding a pause button that I could hit myself would still leave plenty of challenge and would be enjoyable for someone who wanted to plan out their moves more. Love seeing novel stuff like this, great job!
This is great. I got it in 15 though I'm sure one can do better. When I looked at the rules and found out that you only have to kill the boss it makes the other enemies feel like red herrings to the people who skip instructions (me). That would be fine if they also were mega bullet spunges! But the showdown with the boss was cool. Id play more of this if you made it.
Genius! Simple and fun. This is my kinda game. I think there was room for even more mechanics, but I love what you have as far as the graphics and effects. You made me laugh at the end.
Has an immediately pleasing feeling and look. And pretty novel. It gives me ideas, you could do a lot with this! Great job.
The art!!!! I can tell these aren't the first hamsters you've drawn. But I'll confess, I couldn't beat stage one!
The combination of the music, the way the character looks and the inverted star field behind you does a lot with a little. Well executed!
I tried it before and was disappointed that it was unfinished. I still think it's a little.....rough. But I will say it has a great name, the sound is pleasant, and I'm glad you're updating it!
Really cool and unique look. And the jetpack controlled nicely. It was fun to try to be efficient with, traveling to the opposite ends. I think it needed one positive reason to leave the fire (maybe to collect ammo for you stick thing)? Either way nice job.
I liked how the powers you were stripping away from the player were positional, rather than the player making a choice about what weapons to take versus others you'd never get.
YES! You seem to get the theme a little more than most. Sacrifice should not be something you're making a strategic decision about, so not telling the player exactly what will happen if they "reject" is great. I would've liked even more variation on that though. The visuals were nostalgic and consistent. Also I liked how the music had an old Yamaha Synth sound to it, pretty cool.
I struggled with the theme myself, but you have an interesting system here: "Oppertunity Cost". Great choice on the smile face appearing on the line, I liked thinking about what values improved or ruined my mood. If you added a ton more "secret activities" I could see this having the addiction of Progress Quest.
Neat game. I would say the feedback for attacking the enemies is required. But I ended up playing it by lightly "dipping my sword" into an enemy and trying to turn back before he hit me, though I can't really tell if I always connected. I like how simple the choice is. Bonus, this could've been the "take one leave one" theme too!
Pretty good for a first game. It was hard for me to tell how to beat the boss. Was touching it enough? If so, I think since the game was so short it would've been cool to make the boss require 5 hits to kill, so you have to keep playing until your good enough to make it to the boss with 5 flames left. Or some equivalent idea to make the boss feel special. Good job!
LD53 — Delivery (4)
Reflex Redeemer by Mediflect 2023-05-06T02:19:00Z ♥ 2
THAT WAS GREAT! A lesser game of this style would've gone for super meat boy hardness which would still be fun but less dynamic. I had a few times where I thought I was toast, but I had a miraculous recovery and was suddenly with a fighting chance. But of course you also having the "perfect run" stuff puts the challenge there for people who want it. Really fun, I was grinning until winning.
Lifesaver by piano_forte 2023-05-04T01:41:13Z ♥ 1
Something about this game disturbs me. That could be because I'm a baby. It was dead simple but I had fun with it. Excellent for a first project! Though I have to ask....if completing procedures....gives me ammo...does that mean....I'm shooting.....yes it does probably...That's certainly a choice :)
Rhino Express by Mahjoub 2023-05-04T01:29:29Z ♥ 1
Excellent game! I've played puzzles similar to this that I liked, but you had some twists I never would've though of! These kinds of games are my favorite, but I'd be giving you all fives even if it wasn't because you can't deny how solid it is!
Bundles of Joy by MetallicPotato 2023-05-04T00:56:13Z ♥ 3
This game is a little disturbing to me. It's probably because I'm a baby. That aside, I enjoyed trying to find the correct timing on the drops, but that baby hitting the pavement sound hurts me so much ahah! The game was compelling for me to keep retrying. But I couldn't win. I might say, the only thing that is a little odd is I guess dropping the baby on the road is the same punishment as dropping him off to a kidnapper. I suppose the question is why have both? (To be clear, I'm not trying to make a case for which fate is worse for the baby....lets leave that one alone!)