Foon → Ludum Dare Explorer → Users → Todd Luke
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 32 | An Unconventional Weapon | Temple Pop | compo | 1098 | 2.36 | 2.00 | 2.25 | 3.04 | 3.80 | 3.71 | 3.13 | 44 | ||
| 2013 | 28 | You Only Get One | KOSMOTROT | compo | 121 | 3.59 | 3.35 | 3.02 | 2.96 | 3.67 | 4.14 | 3.24 | 3.74 | 51 | |
| 2012 | 23 | Tiny World | Singularity | compo | 91 | 3.63 | 3.31 | 2.69 | 3.44 | 3.31 | 3.38 | 2.60 | 3.38 | 22 |
I found a small bug. When it tells you to "GO TO THE EXIT", don't collect any more energy orbs or you won't be able to exit the room. Sorry 'bout that.
Thanks for playing.
Thanks for giving it a try! That is actually the last room before the ending. Try taking out the the enemies that pull you in towards them first thing, then concentrate on the enemies that shoot.
Thanks for the kind words and feedback guys. Every bit helps.
Clever level design. Shorter puzzles or an undo function would be nice, because it's a bummer to have to restart because of one misplaced block. Nice entry!
Simple, clever, frantic.
i really liked this! i did have trouble keeping track of which character was feeling what once i swapped them around a bunch. i hope you expand on this because i think it could turn into something really neat.
@Jeremias - you're totally right. i was pressed for time and didn't balance the difficulty at all :x . next time! thanks for playing.
i was trying to add local best times too, but unfortunately i couldn't get it working in time.
*spoilers below this line*
you can dash into the reptar-gophers to teleport to other tunnel openings!
i... i don't even know... thank you
i honestly really like the concept of the game, but it feels a little too luck based. there were long stretches where i was able to input each letter, but it was the wrong letter.
one way to maybe solve this is to have multiple letters drop simultaneously, and one of them is always the needed letter. you would be able to let letters pass without dying, but you would need to quickly choose out of the 4 falling letters. just a suggestion!
anyway, great entry and use of the theme.
i loved the idea of having only one shot. i think it could have been better if there were less enemies paired with more interesting levels, and some kind of mechanism so i didn't have to fetch my projectile across the level. great entry overall!
i played all the way through. the combat wasn't very interesting but the overall production made up for it. really sweet for a 48 hour game. more people should check this out!
i really dig the art. the sound was ear piercing. i thought the flying enemies could have spawned a tile lower so you don't have to jump and hit them. some other commentors were having issues with the double tap attack, but i think the underlying issue is where they spawned that made them frustrating to kill. not bad overall. keep it up!
i was confused at first, then some kind of maternal instinct awoke within me and i was able to pull off a final score of like, 11k. the visuals were super clean nice to look at. good job.
i really wanted to play this, and i hate to echo everyone here, but i didn't have the required dlls :(
nothing in this worlds transcends the value of corn. super cute art and music. the level design is interesting as well, but it's a shame how tedious it is to get around. also, i thought i found all the corn in the first level of the spikes but it didn't progress. got a smile out of me for sure.
i really dig this. i can see the mechanics being expanded into something really interesting.
i thought this was a really cool take on the theme. it was funny without even trying to be, which i really liked.
the level where there are two caged monsters could have been designed a bit differently. i was able to kill the monster on the left through the bars before flipping the switch.
overall great entry!
nice production for just a weekend. i noticed that i could just snipe enemies without aggroing them, or run completely through the level without fighting. good job overall dude!
i find it funny that we chose almost the exact same colors for our ground and tiles :)
i got to the boss and beat it, but i think he may have been broken. his shots were coming from the very top of the screen, forming a wall in front of him. i just stood a space away and fired away until he died. the movement is pretty stiff, and i'm not sure how it related to the theme, but not a bad attempt over all. good job, man.
nice art, but the game is kind of one dimensional. some other mechanics, a goal, or obstacles could have added a lot.
i'm not really sure how this related to the theme, but the poop grenades, katanas, and lizards won me over. it was kind of frustrating that there was no way to fend off the lizards once the were on your character because they move the same speed as you.
this is super difficult but i really enjoyed everything about it! best use of the theme out of the games i've tried. great work!
0198 beat THAT
super good art. is there some kind of conclusion, or is it endless?
not bad! i really dug the vignette effect and simple visuals. i think the sumo bros enemy bugged out because it kept repeating a sound effect really loud and one ran off the stage.
it's a bummer you weren't able to pack some more levels into this! i enjoyed what i played. it's unashamedly a game of pure quick time events and that's cool
this was amazing for only 72 hours. the portraits, music, and environment really set the tone. i admittedly found the escape pod by trial and error rather than deducing who was telling the truth.
not gonna lie, i played this for like 20 minutes. it was cool to get the glaive spinning around me, but was it programmed to avoid the beibs on its return course to the player?
trippy, confusing, surreal. pretty cool for 3 hours man. ugh, are we just parasites moving from host to host?
i don't have the patience to walk back as much as is required, but what a super solid game for being made in a weekend. great job.
i dig the atmosphere and vertical level design. my fps was taking a hit and the mouse wasn't locking to the screen, so it was kind of difficult to navigate. very similar in concept to a jam game i made a while ago that i'm now expanding on, called 24 Killers
you made better use of the theme than a lot of entries, so be proud!
i liked the art and audio. some feedback from enemies when they take damage would be good
this was sweet. the pacing, music, and art fit together well. great job everyone