FoonLudum Dare ExplorerUsers → RuinWalker

RuinWalker

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMoCo
201637One roomRoom Takeovercompo2023.513.463.543.053.4380
201635ShapeshiftMoonwalking Cowboysjam
201534Two Button Controls / GrowingSanta Delivery Servicecompo8662.702.473.133.623.732.582.6992
201533You are the MonsterMassacrejam

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by RuinWalker

LD34 — Two Button Controls / Growing

Much Gold by WitchBoys 2015-12-15T21:04:00

The camera was a bit annoying at times. For example if you move left while jumping upwards and then suddenly had to jump right, you can't see where you're walking and jumping since the character is still on the right side of the screen. The controls were also just slightly unresponsive at times, but this wasn't really a big issue. Other than that, very nice graphics and interesting gameplay!

LD37 — One room

Pixel King by TeamTurkeyPosse 2016-12-14T19:25:00

The game is fairly fun to play, to bosses have good combat patterns, however the UX could use more work next time. As it is now, it feels kind of clunky to play and sometimes it's also hard to see the bosses' attacks, especially with the Dirk Knight, where his attacks are almost exactly the same colour as the carpet, and thus very camouflaged.

JamBear by samt2510 2016-12-14T19:44:00

The graphics of this game are amazing for an LD game. However, the controls really ruin the experience. First of all, it is never explained that you can double jump, which you need to do for the very first jump. I was really confused about that until I found out I could double jump. Training your players this through the levels is not a bad idea, only your execution of it was off. The fact that the player is pressured from the very start is probably the biggest problem. It would have worked better if the timer would only start if the player has already managed to jump to the first platform. This is the optimal strategy during the countdown anyways.

Aside from that, the jumping controls could have used a lot more work. It is not even specifically the jumping, but the way moving left and right works in the game. Since there's no form of acceleration, you're max speed instantly, it is REALLY hard to control sideways jumps, and I often found myself overshooting and getting stuck underneath the platforms I was aiming to jump, or plainly fall all the way down. This frustrated me a lot and I put the game down before I even got much too see of it.

TL;DR Art is really nice, but only a small part of the game experienced due to frustration with the controls. Try to focus more on getting those right next LD, and you'll guys will have yourselves an awesome game.

The Cursed Chamber by HenryBell 2016-12-14T21:06:00

The enemies should not have the same range as the player or the player should have a way of dodging enemy attacks while being able to get in attacks without taking damage. Currently, whenever you move in range of an enemy to attack, you are guaranteed to take damage. This puts the player at the mercy of rng, the only two possible ways of surviving being having good luck and hearts spawning at the right intervals or avoiding combat with enemies altogether, and getting overwhelmed. I had the bad luck of 8 enemies spawning one after another without any health packs spawning on my first run.

Other than that the game idea is pretty cool and would make a very fun survival game if the combat were better! I suggest looking into a few articles about combat design and trying to make a few more games based around combat so you can learn about the importance of damage evasion in skill based games.

Room Takeover by RuinWalker 2016-12-15T15:19:00

Thank you everyone for the feedback! I'll be sure to implement it when I polish it up!

@madjackmcmad Remember the room you did before that one. Try and destroy the object on a different turn.