Bureaucrazy by Ntimi 2020-10-06T08:54:54Z
What can I say? Witty writing, charming visuals and a soothing score to top it all off. Well done people, it was such a joy to play!
Foon → Ludum Dare Explorer → Users → Ryuk47
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 47 | Stuck in a loop | 👥 | Spoonful | jam | 133 | 4.08 | 3.91 | 4.32 | 4.51 | 4.06 | 3.87 | 4.09 | 3.96 |
What can I say? Witty writing, charming visuals and a soothing score to top it all off. Well done people, it was such a joy to play!
This is not published on itch.io yet, I would very much like to play due to the cute looking graphics ^^
Cool idea, having the player be able to wrap around the map edges but not the opponents!
Solid fun! I was quite struggling at first, having forgotten that I am able to accelerate and break, not only swap lanes. Maybe an Input reminder on the Game page or better in-game would prevent this?
Nice take on the theme, the sounds are great as well! I have not yet figured out how to get farther than three planets but it was still fun.
This is really cool! Reminds me of Super Hexagon a lot. Put some more screenies up on this page, the art looks really nice ;-)
Nice clicker. For a Game Designer Game there are no Game Designers though :cries Designer tears:
@melhem-fares explanation accepted ^^
Geniuses think alike I see... https://ldjam.com/events/ludum-dare/47/spoonful
Fun little game. The odd camera angle makes evading the objects surprisingly challenging which is nice!
Someone got inspired by Tenet perhaps? I like it ^^
Thanks for all the positive feedback :)
About the inability to move while not inside a loop, the movement speed is halved from the non boosted one, additionally pushing against loops slows you down because of inertia. However there might still be a bug with the rigid body controller that prevents movement for no apparent reason but its origin has evaded our grasp so far.
Excellent implementation of ghost mechanics. I initially wanted to do something similar, but could not find a way to make the ghosts not overpowered. Limiting their time after the "final" position is a clever way of solving that.