FoonLudum Dare ExplorerUsers → SereneWind

SereneWind

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202456Tiny Creatures👥Inside Creatures Out: What is your gaming MBTI?jam1663.973.803.633.073.753.113.85

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by SereneWind

LD56 — Tiny Creatures

Unlucky fried chicken by Daniel C 2024-10-10T21:27:22Z

The cover and title of this game immediately caught my attention! I imagined it would be an economic simulation game, and in fact, it matched my expectations very well.

For me, it took quite a bit of time to figure out how all the mechanics actually work. I watched the tutorial before playing the game, but when I actually started playing, I forgot most of it and had to keep pausing to check.

It also took me some time to figure out how to feed the farmers fried chicken, and where exactly the chickens eat and rest XD

I found that having three slider bars above each unit, and with all of them being quite thin, made it a bit visually tiring. Also, the icons only appear when you hover over them—was this design intentional? I feel like if the slider bars for the chickens didn’t show up all the time, they could be made larger.

When I sent a chicken to rest, its energy bar instantly filled up, but there was no visual feedback, so I kept thinking I hadn’t placed the chicken in the coop properly. I think more visual cues could be added when the chickens are resting or eating!

I also feel like this game would benefit more from a real-time, guided tutorial rather than text and images. Of course, I completely understand that making such a tutorial might not be realistic for a Game Jam entry.

I’m looking forward to seeing how you further improve this game! I think it has great potential!

Chanterune by Kerdelos 2024-10-11T08:00:33Z

Image_20241011004220.png

I got stuck at this part and wasn’t sure what to do next. It seems like I need to press this rune, but none of the letters on the right side of my keyboard seem to respond. It was a bit frustrating. (But later, my friend passed this part, and I realized I got stuck because I couldn’t find the other stones XD)

Even though I didn’t finish the game, I think the design is really cool. I felt like a wizard encountering different rune patterns and recording them in my spellbook. I think this has a lot of potential as a gameplay mechanic .

The music and art are fantastic, perfectly matching the game's atmosphere! Looking forward to your next project.

Bees Save Themselves by MayChant 2024-10-11T10:48:20Z

I'm excited to see a strategy-oriented Game Jam entry! I think this is a prototype with a lot of potential. Even in its current version, it already has a very fun positive feedback loop.

I’m sure, given more time, more units and enemies could be added. You could even allow players to combine different bees into a single block and rotate the bee blocks by some means.

I’m a bit unclear about the difference between the yellow and white tiles. The red tiles are the enemy’s attacks, which makes sense, but at first, I thought bees could only be placed on yellow tiles. Then I realized later that bees can also be placed on white tiles. Could you explain the difference between them?

I feel like this could even be expanded into a more complex mechanic. For example, the player’s hive could start smaller, and they would need to unlock and buy more hive tiles to gain more spaces to place bees. You could also design some bees to have the ability to expand the hive by one tile when placed (kind of like the cultural bomb in the Civilization series!).

Honestly, I think this is the Game Jam entry with the most potential and the greatest room for expansion. I’m really looking forward to your future updates.

Chumini: Tiny Army by Guilloteam 2024-10-11T17:06:13Z

Image_20241011100451.png

Hi! I just finished your game and I’m currently in first place (I beat the person above me! XD).

As a fan of survivor-like games, I was really excited to see your game. I’ve also been wanting to make a survivor game with companions, so your title and thumbnail immediately caught my attention.

The theme and gameplay are really appealing to me, and the art and music are fantastic .

After playing for an hour, I reached a score of 5000, and it seems like I’ve experienced most of the content (hopefully!). The enemies couldn’t kill me at all, so I chose to end the game myself :(

At some point in the game, it seemed like my red angry character could wipe out all enemies on the screen with just one press of the spacebar, making me unstoppable. After that, the game became a bit repetitive. I only needed to keep using the spacebar every time the cooldown finished. Maybe the game could benefit from a final boss or a steeper enemy difficulty curve?

I really like that each character has their own unique skill. However, I have some thoughts on the spacebar cooldown system: as it stands, it seems like there’s no reason not to use it as soon as the cooldown finishes. Early in the game, when the explosion range was smaller, I would sometimes gather enemies before pressing the skill. But as the explosion range grew, the game turned into a repetitive cycle of using the spacebar whenever it was ready. If a skill can be used immediately upon cooldown, it loses some of its 'active' decision-making aspect. I personally think it could be more fun if the system were based on an energy meter that recharges over time or by collecting experience, allowing for 2–3 charges. This might make the skill use more interesting.

Of course, I fully understand the time constraints of a Game Jam. I believe this is a great prototype with potential and could be expanded into a full-fledged game.

We also made a survivor-like game for this Game Jam. You’re very welcome to check it out! In our game, I also wanted to implement a system where the main character doesn’t have a weapon but is supported by companions. However, due to time limitations, our companions ended up working more like weapons, with inspiration drawn from a roguelike game called 'Just King.'

I’m really looking forward to more conversations with you about this kind of game!

Chumini: Tiny Army by Guilloteam 2024-10-11T17:08:05Z

@stmate03 buddy. I am the new top 1 now XD

We Little Three by Prismapunch 2024-10-11T02:59:47Z

Image_20241010195304.png

I really liked the tutorial of this game. It immediately drew me in, and it clearly and smoothly explained the basic controls, the victory objectives, and how the mechanics of the three characters work.

I also really liked the art style of the three characters, which reminded me of the characters from 'Inside Out.' (Our game this time also used a similar character design approach.)

The game feels very relaxing to play, but it might be a bit too simple for puzzle enthusiasts? If you continue developing it, I believe you’ll create more interesting and challenging levels!

Slimeow Game by Quan Ran 2024-10-11T00:02:30Z

e5788a4dceae3ee5fd8db21421b5b87d.png

The game's art and music have a minimalist beauty to them. As a cat-loving player (though I’m hesitant to admit it), seeing more and more cats joining the fight was a really joyful experience.

I’m not sure how long I spent on it, but I think I finished the game (did I really finish it? At least all my upgrades seem to be maxed out).

Like many others have mentioned, the game's pacing is indeed too slow. I guess the gameplay you intended was for the player to balance between economic growth and firepower for killing enemies, shifting cat resources between the two. However, the current enemies lack elite stages, bosses, or 'waves of zombies approaching,' so the player only needs to continuously invest in economy without worrying much about offense. If there were periodic enemy threats that posed a real danger to the player, I believe the game would be much more fun!

I think this game has great potential and plenty of room for expansion! Looking forward to your updates!"

Homunculi by AlpalcaLad 2024-10-11T07:16:25Z

The controls of the game are extremely counterintuitive, but perhaps that aligns with the theme of the game. We play as a 'creature' without arms or legs, seemingly growing limbs during the process to resist the powerful wizard. It's a rather interesting theme.

The game's physics and collision detection seem to have a few issues, as sometimes I would get blown to certain places by forces from unknown sources.

If this game were to be further expanded, I’d be excited to see the protagonist gain more 'body parts,' granting more abilities. It would be more exciting to defeat the wizard in ways beyond just picking up a gun and shooting him XD

Spider-Meow by FunnyPumpkin 2024-10-10T20:23:01Z

"This is currently my favorite Game Jam game; the art and music are both fantastic. It's my first time playing a Spider-Man-like game, and it feels really great to play.

image.png

Here are a few bugs and suggestions:

The actual collision size of the spikes seems larger than they appear visually.

Sometimes I feel like I died, but I didn’t, and I got stuck on the other side of the platform. I couldn’t move and had to click restart.

There are times when I think I heard the death sound effect, but the game still counted it as me passing the level.

While I was playing, I streamed it for my friends, and one of them mentioned that the hedgehogs in my game seemed smaller than in hers, which made it harder for her to pass the level.

(Don’t worry :D, my rating didn’t take any of these into account! I believe these can be slowly optimized and fixed!)"

GLOW by Fenix131113 2024-10-11T02:39:26Z

The game creates an impressive atmosphere through eerie music, exquisite art, and a clever light-and-shadow gameplay mechanic. I think it’s truly worthy of being called a piece of art.

There’s one level's checkpoint that I wasn’t quite satisfied with. In that level, the player starts in a room and needs to push a box onto a switch to open the door. After dying, the player has to repeat the process every time. Since this is essentially a 'puzzle that’s already been solved,' repeating it feels a bit tedious. The other parts of the game lean more towards testing the player’s skill. I think adjusting the checkpoint in this level would improve the experience.

I also agree with some other reviews that the firefly form is more fun than the human form. I felt a bit frustrated that the human form couldn’t hide anymore.

I’m really curious about the man mumbling before the ending—who is he? Is he the one who killed the girl? What was his purpose? The ending doesn’t seem to clarify this, or did I miss the 'true ending'?

Looking forward to your next work.

Inside Creatures Out: What is your gaming MBTI? by CatZP 2024-10-11T09:34:03Z

@nazariglez Thank you! I’m also very satisfied with how we’ve combined the personality test with combat.

Inside Creatures Out: What is your gaming MBTI? by CatZP 2024-10-11T09:34:54Z

@iven This is exactly my design intention! Since this is a personality-themed game, unlike other survivor games, I don’t really want to test the player’s ability to optimize skill builds. Instead, I want players to follow their own inner thoughts when answering the questions. No matter what they choose, they will end up becoming very powerful (in different letter-related abilities).

Of course, this approach does reduce the game’s replayability to some extent. We are considering adding features in future versions to increase replay value without disrupting this theme XD.

Inside Creatures Out: What is your gaming MBTI? by CatZP 2024-10-11T10:52:08Z

@jellyfishhunter

Thank you for playing!

Regarding your last sentence—I think so too! I’m an example myself. My friends in real life all think I’m an F type, while my friends who play games with me online think I’m a T type XD. When we play games, we might put on different personality masks lol."

Let me know if you need any adjustments!

Inside Creatures Out: What is your gaming MBTI? by CatZP 2024-10-17T20:55:51Z

@ithildin Thank you for playing our game :D Yes, it would definitely be great to see the DPS contribution of each letter!

We also need to optimize the defeat screen: Since players might not have had enough time to collect all the letters or the sample size might be too small before being defeated, the results might not be very accurate. That's why we didn't implement it in the jam version.

Inside Creatures Out: What is your gaming MBTI? by CatZP 2024-10-17T20:59:02Z

@evghenia Thank you for playing! I'm sorry the bug caused you trouble. I think I know the reason behind it, and we'll fix it in future versions!

Thoughts of tiny creatures by FuTaiBu 2024-10-10T19:46:43Z

我收集了6个水果交给毛毛虫。然后毛毛虫就消失了。 接下来要干什么?我似乎没有地方去了。

我非常喜欢毛毛虫变为蝴蝶的这种概念!我们最初也想做类似的主题。 虽然我还没搞懂我是会变成毛毛虫的蝴蝶还是啥XD

Get A Head by unluck interactive 2024-10-10T19:17:57Z

I think this idea is great! It could definitely be expanded into more levels.

Is there only the first level right now? After I finished, it seemed to end, and I didn’t see the lawn area shown in the preview.

I feel like having a final destination arrow would improve the sense of direction a lot! (Yes, I got sent up by a random NPC at the beginning and suddenly died, haha ^_^)

Sublime Slime by kscerri 2024-10-14T17:02:27Z

I think this is a really cool idea, and it’s one of the most creative concepts I’ve seen in this Jam—it has a lot of potential.

I believe, due to time constraints, it might have been difficult to implement more content in the Jam version, so please don’t take my following comments as criticism, just some suggestions:

I think the player shouldn’t start with too many slimes, and the number of enemies should also be kept small at the beginning. You could start with two or three simple enemies that come from different directions and move slowly. By guiding the player to defeat one enemy before moving on to the next, the player will have a better understanding of the core gameplay.

If you could add an economy system where the player earns resources by defeating enemies to unlock more types of slimes, it would greatly enhance the fun of the game. Yes, having too many different types of slimes at the start might confuse the player, but unlocking new types of slimes over time is always exciting. If you have enough design and art resources, you could even add interactions with enemy monsters, such as unlocking a corresponding slime type after defeating a new type of monster.

I think to further explore the game’s potential, you might want to consider placing the player’s base in the center of the screen instead of at the bottom. By limiting the placement areas for slimes, you could encourage the player to constantly adjust and reposition slimes, rather than finding a perfect spot and no longer needing to move them (though, as a late-game reward, allowing players to do this could be an option).

Overall, I believe this is a prototype with a lot of potential, and it could definitely be expanded into something even better in the future :)