Foon → Ludum Dare Explorer → Users → salmonmoose
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 52 | Harvest | Bas | compo | 115 | 3.61 | 3.70 | 3.33 | 3.25 | 2.31 | 3.35 | ||||
| 2017 | 38 | A Small World | Shrinking Snake | compo | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | Vine | compo | 244 | 3.55 | 3.39 | 3.34 | 4.27 | 4.16 | 3.52 | 2.12 | 3.83 | 71 | |
| 2015 | 33 | You are the Monster | Beagle | compo | 20 | ||||||||||
| 2015 | 32 | An Unconventional Weapon | Zombie Chicken Apocalypse | compo | 1033 | 2.54 | 2.60 | 2.80 | 3.88 | 3.27 | 2.58 | 4.00 | 2.61 | 46 | |
| 2014 | 31 | Entire Game on One Screen | Critters | compo | 789 | 2.97 | 2.87 | 2.30 | 2.67 | 2.80 | 2.71 | 49 |
I don't seem to see any correlation between the screen and the pattern, am I really just clicking random squares?
Yeah - I had a better idea - but realized soon into it that it was a months long project, not days. Thus, a literal single screen game.
@Skyboy49707: I haven't tested on large screens - The game is designed around a 16:9 ratio - for best results, use web player, it is most tested.
@Madlee: Ooops. Bug. It should reset the whole level. Do a level select and choose the same level.
@Interface - Yep, well spotted - clearly a bug, but didn't have time to rework the level editor (which is essentially what you're playing with in game).
@YM: No - they're just blockers at the moment.
A lot of time went into the collision stuff - the upshot is I will be able to throw the little critters around the screen.
Unlike lemmings, their bodies are collision objects (you can see this in some levels where they'll stack up). Originally, you were going to have to use them to build pathways, time just got away from me.
I like where it's going, and will work more on the project.
Yeah - got held up on getting the actual game to work, the UI, editor and levels were all cobbled together in the final 6 hours. Learned a LOT about the 2D Physics system in Unity however.
Cool concept - I found the graphics a little hard to focus on, which would have been the only detraction from what appears to be an interesting mix of breakout and space-invaders.
Perhaps look at some mouse support - manually switching between characters is tedious, even automatically switching, and opening the menu would make life easier.
Also, should my battles take more than an entire day? Seems a bit drawn out.
I'm not sure what's happening, or how I really contribute to the outcome?
Love the art style - would like to see how far this idea could be pushed, I'd love to run a tavern.
A bit slow paced, and hard to tell when you could fire next - perhaps a cooldown timer?
Unable to click on tiles and play game. No rating.
The clicking bug seems to be a Unity/Chrome thing.
I'm not sure what the win condition is? I was clearly selecting tiles with larger numbers than the goal, and nothing was happening.
Still - looks like it could be a great entry into the Threes / 2048 space.
Neat idea - completely oblivious as to what's going on - I gather it's a cookie clicker style affair, I'd be keen to see where this heads in the future.
This is a really cool idea - it could use tweaking of the physics to get controls really tight so that it becomes frustrating because of difficulty rather than fighting with physics.
Cool little game - the smaller hitbox was unclear, and it would be nice to see some effect when you're hit, and possibly a bit of momentum on the ship to add a bit of juice.
Love the random pac-man mode
This is really quite fun, and such a simple execution.
Got stuck checking phone messages :( Sad panda.
Very enjoyable - you could cut back the controls a bit, and make an excellent mobile game here.
I spent the first 10 minutes moving only with the mouse - honestly possibly a more interesting game that way. I'm not sure how the multiplayer works, which makes the rest of the game hard to judge.
Love the CGA style graphics, and harsh screen effects - satisfying controls and combat, great take on the realtime death dungeon.
It's very dark, and hard to see the player, and the enemies, the grabbing dynamic is interesting, but it feels awkward grabbing stuff from behind.
Whilst I think embedding lazers in a shark is a bit of a copout - they're still just lazers. I was very amused to see the sharks wielding duck lazers - nice touch.
Controls are a bit clunky, I think you could get rid of the eat key, and just consume dirt when your're not full.
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Yeah ... you can't actually win or lose, it's just beating up chickens.
Awesome concept, it's sadly let down by a low frame-rate, and laggy controls.
There's a lot of room for some very creative puzzles, with such a simple interface for the player.
Cool idea - although it does seem easiest just to zap everyone, perhaps I'm not approaching the problem the right way.
I really like the visual style, the car was a bit off putting, but everything else was cool. Not sure about the puzzles though I don't feel they're interactive enough to be more than just random slider positioning.
I'm not sure what I just played.
Wait ... how can you have a game called X11 and not release it for Linux?
With a little tweaking to the terrain generation to make it always passable, this would make a cool mobile game.
Perhaps I'm missing something, but it seems like my ability doesn't always trigger. The stationary objects really need to be tied to the road better - I got fierce motion-sickness, something I rarely encounter in games.
This is beyond bizarre, I don't know if I want to know what the scene after killing the man is - I really quite dig the art style of the people too.
Very cute.
The upgrade screen could use a little work, I was right next to a pickup when it swapped and picked it up before I was aware of what I was doing. Particularly as I was just recoiling from the ground-hogs blasting off.
Wouldn't eat be easier, and less cruel just to give the kids guns and give them a nudge in the right direction?
I think there's an issue running in 4:3 ratio screens - menus and text fall off the screen. Love the game, it took a while to get the hang of how things work (possibly because of the screen issue).
I toned down the rotation a bit, but it is meant as part of the challenge of the game.
Yeah the glitchy tiles were because I didn't want to clean up how my tile pool worked, and it kind of, sort of, looked like the leaves were waving in the wind.
I like the idea of increasing sensitivity, the speed thing really is a problem for a lot of people, but you really need it in late-game.
Love this take on snake, I did get beaten by the "end game" trigger not working 100% but I played a lot more of this than many other entries.
This is great, it'd be nice if the lower level was visible as it was placed on the belts, and wasn't such a surprise.
This is a cool concept I like that you've just pushed as many 2 button games as you can into a single game.
I think the feel of the game suggests the games should be quicker, and run on faster, so you're having to change what you're doing every 5 seconds or so.
This would be really interesting tied to a Stanley Parable style plot - I really want to explore the depths of the psyche with ducky.
Fantastic - I'd play this, particularly with some work on how you can use the beard for gameplay.
A little bit of work teaching the player how to get the beard swinging would be good, but sharp level design isn't expected in such a limited timeframe.
I will pay you money if you greenlight this title (at a much grander scale of course).
That delay on destroying things is a bit of a killer I'd say, clean that up, and there's something quite fun waiting there.
I can see what you are trying to do, and I think it could work really well, but you need a lot of work on the controls, as I'm spending more time fighting with them than the game's concept (which is where I should be putting my effort).
I feel like it was a little arbitrary how successful you could be.
This is really cool, particularly when it dawns on you what is happening, I enjoy the call / response in the music with the panda.
You need to work on your input logic, the controls are quite unresponsive, and this is frequently game breaking. Great effort, hope to see you back for another jam.
Not quite sure what all the junk in his beard was about, but loved it, perhaps a bit more contrast on the beat icons would help, but this is one of my favorites so far.
Is there a lose condition? or is that simply playing it more than 5 seconds probably means you carry some sort of psychosis?
Loved the original Another World, and this captured a lot of the style.
Good idea, I feel like the pusher should have made pushing bubbles easier rather than more (perhaps making it a fan?).
I think it was puzzle craft 2 that had this mechanism, and I really loved it. There could be a little work on the selection it was a *little* clunky - also it wasn't really obvious what the purchases were about, and I didn't seem to have any reason to *fight-back*?
This is perhaps my favorite fishing mechanic in a game.
@ectucker1 - there is once you upgrade your boat :)
I like the idea. If you're going to make a music focused game, it's super important that the sound is on-point, it's cool that you've built this in HTML, but I feel it means you've lost control over the audio and as a result it's popping and for me blasted out at full volume. Also, given you've put a keyboard map in the docs, I feel it could have just been part of the gameplay screen.
@diesdas You can switch between active seeds (see instructions for keys)
@itzemii I'm sorry - do you happen to have one of the newer non Intel Macs? I suspect there are issues running on anything thats not x86 or 64x.
Hah! Great! I was chilling to your end of game stream :)
It wasn't initially clear that I had to connect things - the view also often gets cluttered being able to rotate the camera would help a lot here.
It's an interesting concept - I'd have liked to have had a goal and levels and perhaps start without the rocks - it took a couple of goes to work out how to harvest well - perhaps a mouse interface? (or even a mobile game?)
Love the concept of the puzzle, and the ambient music is super chill - great work.
Getting an error in firefox: Uncaught TypeError: ctx.roundRect is not a function button http://data.lukaswestner.com/harvest/script.js:480 renderMenu http://data.lukaswestner.com/harvest/script.js:376 update http://data.lukaswestner.com/harvest/script.js:108 loop http://data.lukaswestner.com/harvest/script.js:67
(This seems to be related to Firefox)
A really interesting experiment - if nothing else, it demonstrates that creatives have little to fear - even something like this which was heavily curated by someone who knows what they doing is at best mediocre - which, is where most AI generated content sits.
I feel like this game could do with a ramp up of skill - as the mafia becomes more successful though your efforts more bodies would show up - also perhaps starting with harvesting easier organs, and unlock the ability to unlock more complicated ones for greater cash rewards - there's very certainly something here.
Some work could be done on the interface, perhaps highlighting when an organ is selected or make the selection areas more "sticky" so it's more about grabbing and dropping rather than pixel hunting.
Love it - there's a lot of potential here if you want to push it further
I love these sorts of games - perhaps the graphics are a bit too chunky.
From an interface perspective I’d rather just click on the button to add it to the command list, and maybe have a delete button.
Love the sound effects - it's worth it just for them.
I feel like the white elements are useful and would be a good global signifyer of damage - things like spikes read somewhat as scenery rather than threat. Otherwise this was great.
Great stuff. Perhaps drop zooming around the farm for the menu, it becomes kind of tiresome once you're half-way through the game. Also, the RNG for the fields sometimes places rocks right where you're going to start - I did discover you can rotate the harvester before you start and guess where it's going to go, either fix the RNG, or show the harvester (even let the player place it before rather than rotate?).
Very cool - to add to the others, it appears that amongst other control issues, there are issues when going from one direction to another, and back to the first one.
This is great - it'd be nice to see a map, and also I think the controls in reverse are backwards, but was great fun hooning around!
Your itch.io page seems to not be published.
Itch links are broken :)
I feel like there should have been more done with the weight mechanic, it felt like there was a a lot that could be done with it if a smaller inventory slowed you down more.
This game absolutely slaps.
I'm really curious where this is going to go - a little feedback on how well attacks are landing, as well as perhaps easing the player into the goal of the game would help make sense of what is going on?