Foon → Ludum Dare Explorer → Users → Sean Holloway
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | Thought Thinker: Thinker of Thoughts | compo | 3.25 | 3.00 | 3.25 | 3.75 | 3.00 | 3.00 | 3.50 | 3.00 | ||
| 2020 | 47 | Stuck in a loop | 👥 | Escape Velocity | jam | 335 | 3.85 | 3.76 | 3.60 | 3.75 | 3.81 | 4.00 | 2.50 | 3.82 |
This is fantastic. Snappy, fun, funny. I'm legitimately super curious how the Fallout/DKC style pixelated 3D graphics were done. The only thing I would say otherwise is that "roll the hoop" is a little unclear.
It's a fun concept, but could use something built on top of it. Otherwise it just becomes a little tired. I like the vibe though.
@joh I hope my original comment didn't sound harsh, I suppose I just meant that this could be built out into a larger secondary loop, outside of the context of a 72 hour jam
Haha I did not realize until about 90% that spinning the wheel makes the loading faster, it's not just a time thing. Overall very fun, I loved the graphics-over-real-photo look.
Impressive scope, creepy, challenging. Looks great too.
Ultimately, this game was very confusing. I didn't realize that I was on a timer until I was given a game over screen. I think the descriptions of job responsibilities are supposed to unclear as a joke, but I just didn't know what I was supposed to go on to decide whether to hire or dismiss.
This game is really well put together, surprisingly satisfying, and good at explaining itself via the levels. Great work.
As someone who spent hours and hours in college classes trying to get ARM Cortex embedded software working, I am hugely impressed by this effort. Good job.
This looks great and sounds great, overall it's a tight little package. I'm not sure if this is universal but typing the numbers into the keypad and then xing out was especially hard for me, could be tightened up.
In every epoch of human history there is a defining work of art. The Sistine Chapel. Hamlet. The Mona Lisa. And now? Caterpillar Cowboy.
Really was able to re-capture the stress of having to fix a build problem with an hour before the deadline. Great job.
@wevel that is a great suggestion, if I do anything else with this I will definitely implement.
@puncherbear Haha, I now realize that I never managed to put anything that explains you can go through gas planets. Thanks for the heads up, and thanks for playing.
@koolruz I looked back through my code, and I have found a variable that was tweaked just a little bit off in the trajectory code. I appreciate you bringing this to my attention.
@fachscahfttf Thank you for making it all the way through! I made the last level extra hard, so it means a lot that someone pushed through.
@koolruz I won't be updating the trajectory calculation for the Ludum Dare build, that said, the velocity you start with is proportional to how far your mouse cursor is from the planet. If you click while the mouse is closer to you, you won't go as fast. The number of loops relates to that speedup across 1 second of warmup.
What I am getting from this is that the relationship between launch velocity and mouse distance from the planet should be made clearer, and I will definitely implement that in future builds. Thank you.
@davidcmcdonald Thank you for such kind and thoughtful feedback! Truly it means a lot, this is our first game so I'm so happy to hear that it really worked for someone. I tend to agree with all of these notes, they will definitely be taken into account when we make a full build.
An interesting little loop, of a very Lucas Pope-esque slant. I'm glad I stuck around for the turn on day 4, but ultimately by the third day I was confused as to what I needed the money for or why I bothered doing a good job or not.
A fun, snappy little game. The landmines are a bit hard to utilize, since you have to drive straight into the zombies to place them near. Altogether, good work.
Very fun, a really nice play on the sort of time loop mechanic. The web player seems to not work for me, but everything is smooth on the Windows version.
There's a lot of information on the screen but most of it doesn't seem to explain how to play the game. Could really use a slow ramp up with extremely intuitive levels first, because I don't understand why things are doing what they are.
Very moody, looked good and sounded good. I think the controls were a little difficult, things would be smoothed out a lot with a mouse-look camera.
It's clear you had a rough go of it, but I think you should go a little easier on yourself, it's better to learn from mistakes than to punish yourself for them
When you're about to die and your cerebral cortex is flooded with psychic visions from a DMT rush, this is what playing flappy bird looks liks
P.S. if you go off the top of the screen you can just slide along forever without being hurt
It was a little hard to know what was going on at first, but once I figured out that throwing wrenches gives you momentum, I was having fun. Good work.
Cool idea, the music definitely sets a vibe. It's hard to tell where the zombies will be once you reach them, so it becomes a bit of guesswork. Could be well served with a "slow down" and "speed up" button, giving you some minor control. Also could use a pause button since it's full screen, so I had to alt-Tab out.
Very good game, it's a great twist on the "retry a level a bunch of times" sort of formula. Once I reached the end goal my game stopped moving, I'm not sure if that was the end or if it was a bug. Either way, overall great work.
You've probably gotten this enough by now, but yeah, the .exe required me to install the java runtime environment then threw an error when I tried to run
Very intense, great voice acting. There were some times when the mouse sensitivity was extremely low and I couldn't figure out why. Overall, great work.
@blind-lemon-games I would say 50/50. When I was stuck in bed, it made sense, and at that point I had contextualized the vibe of the game. However, in the first scene in the real world, I didn't know anything about what was happening yet so I assumed the low sensitivity was a bug. If there's a way to make it clear that it's intentional without having to change it, that would be the best of both worlds.
Overall, really great stuff though.
Lives up to its title