Party at the Knightclub by Elisée and friends 2016-04-25T21:16:00
I love the low-poly/low-resolution combo, it's gorgeous!
Foon → Ludum Dare Explorer → Users → sepharoth213
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | ||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | use your IMAGINATION, quick!!!! | compo | 587 | 2.59 | 2.68 | 2.14 | 3.55 | 2.95 | 2.28 | 2.85 | 2.56 | 47 | ||
| 2016 | 35 | Shapeshift | motion: a | compo | 523 | 3.15 | 3.73 | 3.88 | 3.22 | 3.77 | 3.19 | 83 | ||||
| 2015 | 33 | You are the Monster | Chrys | compo | 540 | 3.04 | 3.00 | 3.35 | 3.59 | 3.26 | 3.08 | 2.96 | 48 | |||
| 2014 | 31 | Entire Game on One Screen | Floor is Lava | compo | 512 | 3.24 | 3.24 | 3.39 | 3.55 | 3.49 | 2.50 | 2.94 | 49 | |||
| 2014 | 30 | Connected Worlds | Deloused at the Exploratorium | compo |
sepharoth213 leaves an average of 29.0 feedback comments each event.
I love the low-poly/low-resolution combo, it's gorgeous!
Fighting games are crazy hard to make for a ludum dare. Nice graphics.
Fun gameplay! I liked the battle system, must have been really difficult to put together in 48 hours. Good job!
It was pretty fun trying to unearth the mechanics.
This is the best game I've seen from Ludum Dare so far!
Great game dude! Really impressive for 72 hours, especially if done by yourself. I like the concept of macro being combining units into other units: there being different combinations and skill trees coming from that is a satisfying progression system.
Natural tutorials are definitely the way to go! If there were more levels people would enjoy this game a lot more I think.
This game is great! I love the way it feels to play. I wish there wasn't so much latency with audio so that there could be some audio feedback when I move.
This would be a fun arcade game where the game gets harder the better you do. As it stands grinding through the first few levels is a chore for seasoned button mashers.
Fun game, +1 for Haxe :)
I got really frustrated with the rounded corners on edges.
Cool game! The procedural music is lovely.
Cool game, but rather unbalanced as you can often construct the shapes line by line by moving individual pieces.
Interesting concept, but the execution could use polish. I was clipping on corners like crazy. Not quite shifting any shapes either...
Really clever idea, definitely a lot of potential here! Good job!
Cool idea, but in practice it felt like point-and-click adventure spamming.
welcome to game development :)
Great effort, but not much of a workflow if there wasn't any work done with it.
suuuper funny entry, great job
really interesting concept! getting games outside of our dingy rooms is definitely the way to go.
Nice game! I got 58265 points. Barring performance issues, I thought it was really fun figuring out this alternative bullet hell. I played it trying to find the one place I could sit with a certain weapon that would hit all the enemies on screen, which was a really fun puzzle.
Nice! Well designed puzzles and compelling story. Great job! You should definitely pursue a post-ld version.
Didn't have any sound for me, otherwise, there's a lot of content for a game jam game! Lots of interesting ideas, but I don't really feel like it came together too cohesively in the end.
+1 for haxe and ikaruga, 2 things i like :)
not a web link, just a link to the itch page, please update.
nice graphics, good, consistent art style! i like the gameplay, simple but effective.
i think honestly you overjuiced your game, suuuch a busy scene with a lot going on, and the sfx and music didn't seem to fit.
i really like the idea of trading cost efficiency for time efficiency, i think convenience is something that games don't often offer as a game mechanic.
i also am a big fan of the humor :)
nice tech being shown off in this game.
i think the game is crippled by how easy it is to reset aggro on people. i could easily get enough kills to where my framerate was suffering too much to continue just by walking up to people and hitting them before they killed me.
LOTS of potential in this project though, great job :)
nice shaders! thanks for the input feedback on my project
wish there were more interesting puzzles, but what it is now is really promising!
really nice sound design!
i love the weapon customization system, sucks that the game gets really easy when you can dispatch enemies in two shotgun shots. trying to manage overheating is interesting, maybe you should set up something so that you have to interact with the music to keep from overheating
nice graphics, honestly a pretty cool idea. dota strikers where you control all the guys kinda. implementation is all over the place though, but 48 hours is real difficult.
good job :)
nice sound design :)
that is indeed a terrible title
maybe set up the buttons on a toggle so you don't have to hold them all down?
i'd be stuck playing this for longer if it weren't for the touchpad
the aesthetic really pairs with the slow paced gameplay
the drifting is sooo tight, the theme just gets in the way
should relabel the 'web' link as a windows download
the ai bouncing around when you're not controlling them is soooo funny
i spent a bit too long looking for the book at the beginning lol
nice game, soooo slow
sucks you didn't have enough time to explore shifting the shields more, definitely fun for a bit
graphics and all were tweaking out on my phone
also the web link on your ld page is broken
SICK graphics! i like your other work too.
game doesn't run very well on my computer (mbpr arch linux) but i think that's just because my resolution is so high
combo meter has a lot of potential! there are lots of cool tricks i found myself doing, trying to get as many shapes as i could without touching the ground or trying to thread needles. fun game
mismatched pixel art resolutions :(
i like the shifting weapon art
Nice graphics! The graphics suffered from scaling/resolution issues that made the line thicknesses vary wildly, but the art is charming enough that it doesn't hurt the experience much, if at all. I'm glad you didn't give in to the ruled-notebook cliche, which is overrated and adds too much noise.
Overall, great entry, congrats!
This is my favorite LD33 entry so far. The music and the text blurbs about your abilities and the setting is all brilliant. It all meshes extremely well: the animations and the sound effects along with the little dance the crab does. Wonderful. As soon as I started snapping my claws along with the music I knew exactly what the game was going to be, and that all but excited me for what was to come.
Not only that, but the game's concept was extraordinarily well fitted to its medium: this shortform game with a quick pun and NO scoring is the perfect way to deliver this delightfully designed character. I can't praise this enough.
Congrats on this entry!
Amazing feel and world, this game has an immense amount of polish and it shows. I wish there was more effort put towards improving the game aspect: as it stands there is an insane amount of attention that is required to make good choices, and it's incredibly annoying to have to open the CV of each applicant after clicking their face, especially with the slow going animations between each one. That being said, it's only annoying because I am in a rush to get to the meat of the gameplay, which is compelling and fun. If the game started with 1 job and ramped up slower the game would have held my attention for much longer.
The game is gorgeous and well presented. Congrats on the entry!
The art here is gorgeous! I only got to play solo, but I like the variety of the minigames presented. I wish there were more games like the shotput kinda thing, I thought that was the most interesting and it made the treadmill game redundant.
My high score was 175.6548. Congrats on the entry!
This is a great concept, and it's really well laid out, but I can't help but feel that this idea deserves more than a twine. There is something about the way that I really want to express my discipline/bloodthirst on wary adventurers rather than guessing at what you think each decision means.
I think my main gripe with this twine is simply in that the tone is very personal, as if you were telling the story, but the character is supposed to be me. You speak for me through a character that isn't me and the abstraction makes it easy to understand the characters you created but difficult for me to empathize. Each path is essentially just a different story rather than a set of choices that let me express my take on the character.
Regardless, the adventure itself is complete and flows well. Congrats on the entry!
Any game bashing Trump is good in my book, and the fact that you play as Hades Trump's dog is hilarious.
I found the controls to be very finicky, but that's mostly because I am using a touchpad. Having to constantly click is really difficult.
Anyway, congrats on your entry!
Really clever design, though it is very difficult to play since there are so many mechanics that are all bizarre all happening at once. It's sort of a mental overload trying to keep track of why boredom/stress is increasing and where your character is without revealing to the other person.
Congrats on finishing your entry!
Wow, really nice mechanic. I'm really impressed at how easy to grasp and how fun it was to figure some of these puzzles out. This demands more levels and more level components, like weight-dependent objects or weight-loss flowers.
The music definitely carries the experience though. Congrats on this great entry!
Great execution! I really like the sprites and the music here. It all contributes to a really nice dark tone that the game maintains even through gameplay.
I think the game tries to not make the physics too wacky, but it inevitably is, so I think that either removing the physics or letting them be as crazy as they seem to want to be is better than treading the middle ground that it does now, especially since the frame of the game is so small.
Great work on the art and the concept execution. Congrats on the entry!
This game is a pretty competent snake clone, but I think it's underambitious. You have an entire snake engine here, there's a lot you could do with it! For starters, I think it's really weird that things like power plants and toxic waste cans are appearing out of thin air. That doesn't really make sense. Them all being there from the beginning and having to deal with a much longer snake would lead to a more interesting and different snake game.
A more ambitious tweak would be the fact that 'growing' happens on different maps. It would be awesome to see 1 map with big obstacles on it that you eventually grow to be able to eat! Something like snake X Katamari.
Otherwise, there's a decent amount of polish here. Congrats on the entry!
Really hilarious background and aesthetic. It's a shame you couldn't get more done with the final product. Better luck next time, I guess.
Congrats on the entry!
It could use a better interface, but I really liked how it presented itself as a normal twine story until the campaign started! The premise was incredibly clever and the game itself was surprisingly engaging. I'll definitely come back and give this another playthrough to see what happens if I actually win the election.
Overall, excellent writing, imagery, concept, and execution. Congrats on the entry!
This is a nice use of the theme! I think a lot of people struggled with how limited the use cases for the theme were, but here you ended up just using almost ALL of the obvious uses. Clever writing with few (if any) errors, interesting choices, and decent pacing for 48 hours! I'm sure twine games take a lot of work behind the scenes, and in this case it paid off. Congrats on the entry!
Cool boss designs! Unfortunately, I only saw 4 of them...the game's bosses are well designed, but with loose controls and HUGE hitboxes it was incredibly difficult to even kill the first one. I think the 'pun' of each boss taking 5 hits to kill wasn't quite worth the difficulty of running through the 3 or 4 cycles required to kill them, especially considering that figuring out the optimal strat for each boss involves dying a lot of times. I will say, I really liked the electricity boss in concept since you could abuse the left antenna to get in double hits per cycle, but the electricity moved so slow and with such a large hitbox that jumping over them was infeasible.
I think the game would be significantly more enjoyable with tighter controls and less hp on the bosses, but those are easy fixes. Congrats on the entry!
Pretty cute game, makes a decent use of the theme. With more time I think the jokes could have really been jam packed in there.
Congrats on the (however short) entry!
Brilliant work! I love the aesthetic and the matching music. I sat around listening to the calm undestroyed-town music for a while lol.
The biggest disappointment of this project to me was all of the potential that we didn't get to see for this compo. Things like disaster fusions (tornado + fire = ????), puzzle levels, mitigation teams (firefighters, etc.) all are begging to be a part of the game, but as it stands, it's wonderful for 48 hours.
Great job, and congrats on the entry!
Nice entry! I like the concept and the execution. I found that the game was constantly dropping my inputs and making me move in random directions which was pretty frustrating. I also couldn't find any consistency in how the enemies ended up dying to my lazer eye beams.
The tune was really catchy though, and I liked the sound effects.
Congrats on the entry!
Nice entry! I like the art style a lot, however I found that the colors were incredibly distracting.
I like the way you told the story through the level design, but I found a lot of the execution lacking. In a trial-and-error based game, it's really frustrating to have to wait so long to respawn.
HOWEVER, I understand that this is part of the rhetoric of the experience. The frustration and visual dissonance creates the feelings of the character you are trying to portray, and I commmend you for being so ambitious in a ludum dare!
If anything, though, I personally think that subversion is the best vessel for this kind of mechanic-storytelling, so you should at least give the player something to rely on before pulling it out from under them. Bright white tiles that 'hide' the dark tiles that are the actual terrain is annoying if it happens from the start, but tricky when it happens later on. You explored this a bit with the 'find yourself level', which I liked, but I think we didn't get enough time with anything straight-fowrward to be able to see a 'descent' into madness. It's simply madness.
All in all, nice entry. Congrats!
There is not much to this game, but the aesthetic is honestly really nice! I love the cute little creatures, and I love how they all have weak points that you have to hit. The physics at times is really wonky and you can't tell how fast you're moving since the ground is all one color, however. When you can see the edge of the ground, it's really cute how slow they all move! That's my second favorite part, and it's a shame you can't see it normally.
My favorite part is how each enemy has weakspots you have to hit before they die. It's strangely amusing watching your character uselessly bash the heads of the enemies...
Anyway, congrats on the entry!
Sweet graphics! I'm really enjoying this modern-mode7 feel. I like the way the 'health pickups' shoot at you, but I found that it made the game pretty easy. Approaching an enemy from the front ensured that it was hit by a bunch of bullets at the same time, then you could mow over the corpse before it shot at you. Even if you ended up killing the enemy with your body, the health keeps you alive. I think it'd be cool if enemies always shot on death, that way you always had bullets to be dodging.
Again, the graphics are really impressive. It looks to me like some nice shader work in webGL, but unless I dig through your source I can't really know. Great way to get around the programmer art dilemma.
Congrats on the entry!
Wow, I'm really impressed with the battle system you developed. It's really robust considering how much time you had to make it. At first it's a bit overwhelming, but once you get into it it's really deep. Well done!
Now obviously, the graphics and audio aren't quite at that level, however, they are serviceable.
The game has some pretty weird behaviours: lots of NaNs, you can make moves while the success music plays, etc. The biggest problem I think is that there is no way to heal, and the game is pretty difficult because of this. Enemy counters will drop you really quickly, which doesn't really fit with the theme: they countered my spit acid and did 10 dmg? Why did my spit acid only do 10 dmg and them countering it did the same amount? Throwing a rock sometimes does 15!
All in all though, I really like the battle system. Congrats on the entry.
I like the concept of your game: it's a nice reverse-lemmings kind of deal. But, it's SO hard! The timing is incredibly strict even at early levels, and I skipped through a bunch of the levels and got to the spike levels where the timing is even stricter. If the timing was more forgiving then the 'puzzly' aspects of this game can actually shine. I loved the level where you had to drop the chandelier through the bridge and hit 3 guys at once, but it took me 10 tries to do it even after I figured it out.
Anyway, congrats on your entry!
It's a cool concept that should definitely be explored more, but the game felt like I wasn't doing much and was very unclear as to what was going on, while also moving very slow. Great job finishing though!
Very polished game, great job! I think the level design was pretty frustrating, the first section would kill you and send you wayyyy back and the robot doesn't move very quickly. At first I thought it didn't fit the theme at all, but it worked its way there.
I actually really liked the theme. Though it didn't dictate the entire compo like most themes do, it's a nice restriction that allows for designers to get a little more creative without just letting them go free.
Nice art! I like the jump addition mechanic, but I feel like the game moves too fast to utilize it.
I definitely didn't read the diary entry, and the text that came off of the room elements seemed to not show up often enough or would lie. Maybe I just couldn't figure out how to work it. I like the aesthetic though, great job!
This game is pretty interesting, but the controls are a little unresponsive and the actual mechanics of it aren't very deep or compelling. Great job on this polished product, however!
Really nice aesthetic, I love it! As for the game itself, it has some scaling issues. If the screen were more clear or if the game presented only a few mechanics at once, I could see this game being really compelling.
I actually really like the concept for this game. It's getting somewhere, but as it stands it is nearly impossible to get anywhere since crafting takes so long and snowmen take multiple hits to kill.
Christ this game is hard. It doesn't really fit the theme, but I do like the game's concept and slick visual style. I stopped playing immediately after I got caught in a little niche and had to start over from the tutorial though.
Minor graphical glitches here and there. Didn't really feel like the game fit the theme, but it looks and sounds pretty nice.
There was a glitch that after walking over the power button, you ended up always being able to turn the screen off by pressing space. Pretty annoying. Also, the game was unwinnable!
Otherwise, good job finishing something!
Interesting 'stealth' mechanic for a puzzle game, but the controls were really frustrating. Sometimes I would make moves I didn't want to, and being able to control my character directly just made more sense. If the enemies only moved when I moved, this sort of grid based approach would make much more sense, I feel.
Cool concept, though I think the game isn't really hard enough to be fun. If the playthroughs went by quicker it would be a lot more compelling of a game, but as it stands getting through until I lose is really just a chore.
Java said 'Could not find the main class: Start. Program will exit.' Couldn't run.
Really didn't fit the theme at all. The teleportation mechanic was great though!
Cool concept. Not sure if it totally fits the theme, but I did like the gameplay. I especially liked that you got back your double jump no matter what terrain you hit, ceiling or wall. There were some frustrating moments, however.
Well, it's not entirely on one screen. Also, the controls are so incredibly hard to manage, I couldn't make it very far. The drawing your own ship concept was nice, however.
There are three screens! The game has an interesting kitsch art style, but it's not my cup of tea. It is also pretty confusing what is even going on on the three screens, I have to say I was having a hard time understanding what was going on.
Downloaded, and chrome blocked it as malware so I couldn't play it. :(
Well done! The game isn't groundbreaking, but once you figure out all the controls (surprisingly it took me a while), it's a nice distraction. Though, it is hard to tell both where my character is and when I am being damaged.
Clever gameplay hook. Not too deep, but entertaining and has a nice amount of polish. Good job!
Great concept! It's riddled with bugs that make it really difficult to play, especially on small screens. However, the main mechanic and the story is so compelling that I pushed through (constantly resizing my screen to get the game to work) to the finish. Great Job!
LD37 — One room (19)
Comfort Zone by icefallgames 2016-12-14T00:18:00
Excellent entry, you managed to innovate on basically every front. The subtle animations on the walls when they are pushed along with the sped up voice effect really sell the character. Great job on a great game!
The Boxing Ring by Haveachin 2016-12-13T16:43:00
GameJolt :(
The aesthetics were on point! A lot of people say pixel art is overdone, but I think as long as the thing is cohesive and fits the game it's fine, and personally I think this gmae does a great job with that. Gameplay wise, there is plenty of potential, and the disembodied boxing glove is really satisfying to manipulate. However, you can win infinitely by blocking and walking toward any enemies, which I did for 3 minutes until I assumed there was nothing else to discover. Congrats on your first entry!
Dark room by cushycode 2016-12-13T16:36:00
Short, sweet, and to the point. Its length contributes most of the humor, which is great, it fits well within the medium of a Ludum Dare game, and aptly the effort clearly went into making the models look just as cheeky and inviting as the game is. Great job!
Block Bullies by Lucas Knutson 2016-12-13T03:32:00
Bonus points from me for doing physics outside of Unity! I felt like the mechanics for something really fun are here, but the execution is totally off. A lot of the minor annoyances add up to bring the experience down, which is a shame: this game could be quite the Doom-like minigame. My list of grievances:
- The movement controls are so insanely touchy! If you hold the forward button down for as much as a quarter of a second you die immediately!
- The death sound is absolutely grating. It feels like you want to punish people for even playing the game, especially when considered along with the first point.
- It's not so much a laser as it is a hitscan rifle, which means if your aim isn't impeccable (those blocks move damn fast!) then you are basically spamming fire hoping that the swarm of blocks will eventually land underneath your crosshairs.
- Score is kill-based, not time based, which seems to conflict with the premise. Combined with the previous point, it's quite the frustration.
- You have put in 2 different indicators to tell you how close you are to the wall when all you needed to do was add a texture to the ground that showed you! If it weren't all grey, and instead were darker towards the edges in a gradient or a shadow of some sort then people's natural spatial awareness would kick in.
The good news is, if you addressed all these points, you'd have a fantastic game on your hands. Either way, congrats on finishing your entry! It's a lot more than most can say :)
P.S. I played the game on Firefox and it seemed to work perfectly fine.
Subway Taxi by ambi 2016-12-13T03:23:00
I love the design of the level! It feels aware of its aesthetic and doesn't overreach while also not feeling like it's lacking at all. That said, it's much too short. Once you can pick people up from the building the game gets pretty easy driving in a nice and simple circle. Congrats on finishing your entry!
Space Junk by imphenzia 2016-12-13T03:15:00
Very well done! The level of polish on the music and the graphics is very impressive. I was frustrated with the acceleration on the z-axis movement, since it's the hardest axis to perceive change in, having it done gradually makes it feel terribly unresponsive, especially when the main death condition (for me at least) was hitting either wall.
You did a fantastic job on the texture work for the conveyor belt, that is just the best little piece of polish to make the whole thing come together.
Danger Room by mlepage 2016-12-12T21:52:00
Scratch is fun :) Hopefully the next LD will be nicer to you, your previous entry is great!
ConQuest by bentglasstube 2016-12-12T21:24:00
Hilarious use of the theme, great job! The number of different scenes in the game is impressive, and I got a good chuckle out of the art. Sucks to have to rest the game on RNG rock paper scissors though, but I suppose if there's no ending then it's fine.
Roomba Rampage by PeachTreeOath 2016-12-12T20:08:00
One room, one roomba. Brilliant! I LOVE the background track, it's super catchy and inviting. I think the level design fits the mechanics well, it doesn't stay too long and is satisfying to finish without any grinding appearing at all. Well done!
Detective Noword and the case of the floor tiles by dunin 2016-12-12T16:39:00
Not much to say about this besides: fantastic job!
Spooky Room by enepomnyaschih 2016-12-12T16:24:00
Implementation here is surprisingly deep! Unfortunately I think managing spiders is tedious, as I didn't feel like there was much to do besides wait until flies get caught and hope that the guy doesn't walk over to where you decided to build.
I'm really impressed by how the flies really feel like flies, and how the AI for the guy is solid. Great job!
The One Room Dungeon by justinooncx 2016-12-12T15:51:00
Quick and clean, nice job. I found that the game was too easy, and can't see myself going back for a second playthrough, but you have a framework that has tons of potential. The game is well polished and robust, which is impressive for 12 hours. Great job!
One Roomba by KevinWorkman 2016-12-12T15:47:00
Fun take on the theme, and damn impressive making a game in codepen on your phone! That takes some serious grit, I'm sure you ran into frustrations. The game doesn't stay too long, but there's potential for expansion with bouncing off of walls etc. The twist at the end made me smile. Great job!
Spell Bear by torcado 2016-12-12T07:14:00
Simple concept, good execution. This is a quintessential Ludum Dare entry.
Exit Route by willchil 2016-12-12T06:59:00
I'm impressed by the implementation here! It must not have been easy. Like others have said, the game boils down to a memory game, and with a low fov and the footstep sounds it ends up being a grind. I couldn't get to the end on any level. Also, unless I'm misunderstanding something about the space, I'm pretty sure doors and corridors constitute more than one room...
Dont Breathe by BigSean 2016-12-12T06:53:00
It is as you described, a very unfinished demo. Interesting concept, however!
Domain by dobnarr 2016-12-12T06:50:00
Fantastic story, I loved the intro! The intro was so good I was basically disappointed when the game turned out to not be more story.
As for the game itself, it tended to be tedious. There was one moment where I had to think about what I had to do, but it turned out that the right strategy was to do what I was already doing, but to wait for the powerups to come by. From that perspective, the game is functional, but there's not much in terms of interest.
The story, however, is phenomenal. There's a disconnect between 'everyone lives and dies alone' to 'time to kill all my neighbors with the tanks we magically have', which makes me wish there was a different game alongside this story. I suppose you did what you could, and the 'twist' at the end fit with the theme very well and did tie it in, so good job with that. Congrats on finishing your entry!
The Infinite Sorrow of a Heartbroken Mind by Viperfish9 2016-12-12T06:37:00
Very well polished! I love the art style, it's cohesive and not obvious that this game was made in 48 hours. :)
The interaction hitboxes on the pages was totally busted for me, it was a lot of guesswork and eventually I figured out I had to aim up and to the left, but it had me wondering if anything even happens in this game for a while.
I think this is a good walking simulator, the presentation is fantastic. The wall shifting animations is a cool way to evolve the story, but it doesn't quite fit the theme of one room. I personally think the worst part of this is actually the writing: boy loses girl into suicide is a played out combo imo, and there's not anything especially good about the execution here. It is, however, a Ludum Dare, and congrats on finishing such a polished entry!
Down the Cave by CandyCreep 2016-12-12T06:09:00
Great job on finishing a game! Aside from the lack of a reset system, it's pretty complete. Lots of mechanics and a pretty robust implementation, and very little art that looks noticeably like placeholder art.
Gameplay-wise, the game is awfully slow. If you made the game maybe 10x faster, it would be intense and difficult, but as it stands the early levels are tedious enough that I didn't want to try to play through it a second time after I died. There are so many skulls and they are easily the least interesting monster, the jumping bugs are the piece de resistance of the game and if I died before seeing them I likely never would have.
Also I'm not quite sure 'one room at a time' fits with the theme...but it's cheeky anyway. :)