Foon → Ludum Dare Explorer → Users → seurimas
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Runic Ascendancy! | compo | 3.50 | 2.87 | 4.37 | 3.37 | 4.50 | 1.50 | 3.50 | ||||
| 2024 | 56 | Tiny Creatures | Demons On My Desk | compo | |||||||||||
| 2024 | 55 | Summoning | Summoner Chess | compo | 147 | 3.58 | 3.50 | 3.36 | 3.72 | 2.91 | 3.28 | 1.37 | 3.38 | ||
| 2023 | 54 | Limited Space | Space Piracy 2444 | compo | 193 | 3.52 | 3.45 | 3.36 | 2.87 | 3.17 | 2.60 | 3.11 | |||
| 2023 | 53 | Delivery | Signs of Corruption | compo | 332 | 3.07 | 2.46 | 3.63 | 2.80 | 2.65 | 2.82 | 2.14 | 3.04 | ||
| 2023 | 52 | Harvest | Harvests of War | compo | |||||||||||
| 2022 | 51 | Every 10 seconds | 10 Second Tower Defense | compo | 171 | 3.55 | 3.84 | 2.87 | 3.87 | 3.17 | 2.84 | 3.05 | |||
| 2022 | 50 | Delay the inevitable | Chosen of the Sun (Unfinished) | unfinished | |||||||||||
| 2021 | 49 | Unstable | Kinetic Space Mining | compo | 225 | 3.57 | 3.60 | 3.62 | 3.15 | 2.97 | 3.19 | 2.42 | 3.41 | ||
| 2021 | 48 | Deeper and deeper | 👥 | Digging Deeper | jam | 2.00 | 2.00 | 2.00 | 2.50 | 2.00 | 2.00 | 2.00 | 1.00 | ||
| 2020 | 47 | Stuck in a loop | Stuck in a Round | compo | 453 | 3.15 | 3.02 | 3.44 | 3.19 | 3.15 | 3.39 | 2.73 | 2.92 | ||
| 2020 | 46 | Keep it alive | Protect The Source | compo | 3.00 | 3.00 | 1.75 | 2.25 | 2.50 | 1.00 | 1.00 | 2.50 | |||
| 2019 | 44 | Your life is currency | Goblin's Cave | compo | |||||||||||
| 2018 | 42 | Running out of space | Spirits of Semb | compo | |||||||||||
| 2018 | 41 | Combine 2 Incompatible Genres | 👥 | PataPata (Survival Rhythm) | jam | 877 | 3.14 | 2.57 | 3.33 | 3.69 | 3.52 | 2.69 | 2.65 | 3.05 | |
| 2017 | 39 | Running out of Power | Mystic Power | compo | 648 | 2.35 | 2.15 | 2.19 | 3.00 | 2.54 | 2.85 | 2.00 | 2.52 | ||
| 2017 | 38 | A Small World | 👥 | Tiny Terra | jam | 748 | 2.50 | 2.29 | 1.90 | 2.11 | 2.80 | 2.80 | 2.00 | 2.20 | |
| 2016 | 37 | One room | Super Boss Room | jam | 804 | 2.75 | 2.63 | 2.63 | 3.56 | 26 | |||||
| 2016 | 36 | Ancient Technology | Ancient Weapon | compo | |||||||||||
| 2015 | 34 | Two Button Controls / Growing | Don't Burst The Blob | compo | 439 | 3.29 | 3.43 | 3.29 | 3.73 | 2.86 | 3.04 | 3.30 | 3.08 | 52 | |
| 2014 | 30 | Connected Worlds | Station 42 | compo | 950 | 2.79 | 2.72 | 3.16 | 3.26 | 2.29 | 2.40 | 2.13 | 2.54 | 62 |
That's too bad, Bemmu, understandable though; I didn't get a chance to try it with anyone else either.
The "ideal" gameplay would involve players setting traps with turrets, then hacking their enemies into the other world to drop them into them. This is (supposedly) encouraged by level design where 1 or 2 portals are accompanied by turrets in one world.
> It was a good idea, but it needs a lot of tuning before it can really be fun with multiple people.
This is pretty much what I was afraid of/assumed. Thanks though, it's great hearing some feedback from someone who played it multiplayer!
Fun use of the theme. I like the challenge.
I'd say pirates are a feature :) Only got to level 15 or so before I accidentally ran out of fuel. Still fun. Good job delivering a good roguelike with only 2 buttons.
Very cute. The attack patterns had a nice progression and the controls were well communicated. I feel like everything fit pretty well. The only issue I had was that I seemed to lose lives randomly with no hit animation, but it didn't even get in the way.
I'm not able to test in Safari, unfortunately. I know Chrome works well, and there's a jar available for download on the itch.io page as well.
If controls don't work, you may need to mash whatever that refresh button in the corner is a few times. Click that, then click the game and it'll work.
Thanks, ac7. And yeah, I know. But that didn't fit the theme, so I ignored it :P
Needed an ending, but otherwise a nice little quest.
I would have also liked a few secrets or crazy stuff. For example, I took a sword out of a stone, why not let me grab the stone instead and fight with that? Cause 90% of people grab the sword, but including a "you smash X with a stone like a primitive" option could have been funny. Stuff like that can be low effort for high reward. Just a thought, though, as tone is also important.
The colors were a good touch.
@acotis: Yeah, I tried to give you a good buffer in the intro and even tried to include a buffer after you die, but time got the better of me. I can also see a number of presentation changes I could have made to make debugging the schematics a little easier. I had considered making the Weapon auto-piloted to make schematic manipulation the sole focus, but, you know, time :P
@Joff: And again and again and again. Sorry for the pacing issue! :P
Thank you both for playing and for the feedback!
@aschab: What browser/OS?
@TiByte: Thanks, I felt like I really nailed it with the opening theme at least. Sorry for the keyboard issues. I added troubleshooting notes.
@Anudin: Didn't work for me :( I know I fixed it last time somehow, but I'm too lazy to check the source from LD34.
@edgeofcode: Hey, sorry about that. Hitting the refresh button usually helps. Let me know if you take another crack at it :)
Thanks again to everyone for the feedback!
Solved it! I definitely appreciate the music. Crafting instructions were clear, though I had issues clicking in crafting boxes to place/retrieve items. Not sure what was happening there.
Also, you may consider porting this to Web with GWT or applets. It may depend on your engine, but I mention it because Java is commonly easy enough to get on the Web one way or another.
Clever and funny. Loved it, especially the notes and the angry messages.
I really like the polish of the balls clinking together. Level progression was pretty solid, though I feel like the arrows could have used a single-mechanic level, rather than arrows+switch.
Some other way to avoid arrows would have been nice too, perhaps they'd only hit you if coming from a direction based on your wheel's current turning direction, but that's just a random thought. As it stands, I couldn't really get past the arrow level...
Surprising and silly. Love it. And that cheery obelisk tune is going to haunt many nightmares, which I mean as a compliment.
I liked the idea of a kind of survival where you have to gather pieces to defeat the enemies. That said, I feel getting the antidote parts takes to long. Also I don't like that the game doesn't pause when looking at a cabinet. The player gets completely vulnerable and it takes too long to gain control of the movement again.
The movement controllers for the player can also improve, they feel slow. Making the antidote assembly more simple (fewer steps) could also help the experience be more enjoyable.
I hope you keep working and improving your abilities!
The idea is good but couldn't play it smoothly on pc. I could never grab a drink and didn't understand the effect of drinking.
@supercrunchy edit: see the note in the description. You may have neglected to pick a real spell and are out of power.
@drachmor Thanks for the comments! And yeah, I was coming in under the wire and threw in ammo rebalancing at the last second. Not 100% happy with it either, but that's life and Ludum Dare, I guess :P
@incobalt Thanks, interesting is definitely what I was going for! I agree the icemines felt really good. Super happy with the spells, even if I'd have liked to add more, given the time :)
@supercrunchy, @alejandrodlsp I feel silly. You're probably both seeing the "fizzle" spell you start with, which just slows enemies. You need to pick a spell on the platforms to actually damage enemies.
@somnium, thanks for the feedback! I balanced against kiting a little too hard, probably. I'm really satisfied with the hulk's *thump* as well.
Beautiful haiku :)
Hey, 41 turns ftw :D I really enjoyed this one. One thing I missed for a while was the recipe book. That would be a good include for the tutorial. Goal-setting would be a possible next step (e.g. complete in under X turns for 3 gold stars). That said, well done for 48 hours.
Interesting! I thought of the "political power" thing too. The game is well written in every respect. I picked Cabbage on the 5th day because he did the best on every test I did. Random events or the like would have kept me playing longer and contributed a stronger fun factor (e.g. maybe a test could add or remove a bunny involved?). I indeed could not hear the music at all.
Really well done. Every bit worked well and a surprisingly well-paced narrative.
I really appreciate the simple design in terms of gameplay, art, and sound. That plus the gradual ramping up makes for a really fun game that gets difficult pretty quickly!
Very difficult! It's interesting how the timer works like a tether too; rather than just running out of time, you have to decide if a mistake requires you to go back and get more power or if you can still make it through. Also, nice art, the character is fun and appropriate.
Solid game. 4th level was very difficult!
Solid little game! I appreciate the well-picked texts for your message. Also a very interesting take on the theme I hadn't even considered.
This might happen because of outdated drivers. I couldn't make a DirectX build, and Vulkan has only been around for 4 years. So, if your drivers are a few years old, that might be the cause.
Seems like a clever engine building game. If you could tell what a space does when you're considering an upgrade and while standing on it, it would help make decisions easier.
Got stuck on "Destructive Interference". A more gradual introduction of not just mechanics, but also strategies, would be nice.
@honey-pony Just checked and that's not the case. The problem might be that you introduce two new mechanics back-to-back, with synergy expected immediately. Level 4 you learn about foam. Level 5 you learn about multiple robots and have to have them work together to accomplish one goal with what you just learned in Level 4. If some multi-robot levels, not requiring foam, were moved before "Foamy Conundrum", that might help.
Feels like this game was properly scoped for the compo and it shows with the polish you were able to get in! There were a few oddities I want to call attention to, which may have affected things in unexpected ways: it seems like asteroids only came from the sides, leaving a fairly effective strategy of pointing the nose downwards; the shield jumped back and forth a little while it was ticking down, not a gameplay bug but possibly some backend math creating a visible artifact.
It's a very silly game, but it really strikes a mood and uses the theme well. I eventually resorted to random clicking and arrow mashing, but I was ultimately too slow and lost, lol.
@noam-zeise Harsh, but fair. Skill-based play was in no way our goal, though.
@cubex It's all buttons on the screen. The buttons in the top-right open up tool cards, which can be used for excavation.
Can't really knock the core loop, which is simple build and bully, but the controls could have used a little more love for the WebGL version. Key controls and an interactive mini-map would have been a great start, but you could have also added selection hotkeys (Shift-One to save a selection, One to reselect that selection). Regardless, good work!
You should avoid situations like level 5, where the gray blocks are this hazy accidental-obstacle on the first leg that are easy to avoid without trying, but also easy to hit without trying. It doesn't make for fun gameplay.
Besides that, the drag mechanic is well tuned for a jam game, and the various different kinds of obstacles make for some fun puzzles.
This game was quite charming. The loop was tight but forgiving, and the progression was pretty clever. We're not going to ask why there's a TNT barrel in this room, though!
It was pleasing to be able to heal in certain areas. It was a great discovery to find places to take a beat and heal up between two nerds. Of course, it was only a beat, because you'd be a jock soon and you'd have get moving! It keeps things moving but lets players find their own pacing.
@daniillenin You might need to be part of the Compo to rate Compo games.
@josemwarrior I'll play with you 😛 I've got my name code in the description. Should we have any AI?
@kgurniak91 I hear that. Secrecy went with the cult theme, but I really wanted to include *something* to update the map. If I had had more time, I think you would have seen town tiles change when there are Sign holding agents at them.
@lord-byte Thanks for the feedback!
@ruslan-kossak Sorry about the resolution! I had pinned the resolution to the embedded game size when I started, and I forgot to unpin it as things progressed. It definitely could work fine at other resolutions if I had thought of that. Also, I'll add a deeper primer in the description, thanks!
@khaotom Oh no! Are your graphics drivers up to date? I know it's just a simple 2D game, but the Vulcan graphics API has sometimes played poorly with old graphics cards.
@swordfish There were, sadly, some bugs with how agent power worked with actions that made it into the final build. I'm so glad you were able to play multiplayer! Thanks for trying it out!
@ugly-robot Thanks for the feedback! That's sort of the vibe I was going for, with a hint of "board game"-like, as well.
@nekowei Sorry about that! You right-click another area to select the target. I could have sworn I included that in the tooltip, but, alas, it seems I did not :( Thanks for checking it out, though! Two signs from your starting villages is pretty good luck! :P
@oscarglo @space-games Thanks for checking it out!
@josh-bothun The thought did come to me, but the whole project ended up on a very tight timeline. Thanks for the feedback!
@evilscotsman Indicating bodies would have been the best, now that you mention it! I probably would have also included an indicator for how long ago the body was discovered, to help you guess where a Sign might be hiding. The game definitely needs a lot of that. Thanks for the feedback!
@sodoj Thanks for that! I'm very proud of it. I'd love to know what old games this made you think of. Its biggest inspiration was actually the relatively new mobile game Subterfuge.
@aligator There should be a save file, which you load from the main menu. I couldn't agree more that the sharing mechanic deserves more exploration, and I'm very eager to do some of that and update this :stuck_out_tongue:
@cheesepencil The tooltips ought to have said so, but I'm guessing you didn't assign all your agents. Sorry you couldn't figure it out, but thanks for trying it!
@twobitadder I'm very interested in iterating on this, so you just might see more! Thanks for playing, and I'm glad you liked it!
Throwing packages has a nice feel to it. I would have liked success or failure to be more communicated. Maybe a special audio cue when you hit the target, and another when you hit the bullseye.
When thinking of polish, don't forget the mechanical polish, as well! The edges of islands can be very sticky, making certain straits difficult to navigate. If you could have added some sort of reaction to hitting walls (screen shake, bounce off them, whatever seemed appropriate), in addition to pushing those walls back a forgiving distances, it could have made the boat feel more like a boat. Great work, though!
Clever, silly use for a team of game devs. I approve! There were some issues with small characters (how do you even hit them??), and, as others have said, the animations felt very bulky. Tightening the animation timings up may have deprived us of watching you guys strut your stuff in all your individual and collective glory, but it would have made for a better game. Regardless, good work, team!
The left-right setup for an endless runner feels a bit dubious at its core, as the limits on actions (can only turn left if you're going up to the right, and vice versa) feel very restrictive. That said, this is still a great entry for this jam. The way the levels fade out and the whole art setup is very nice! Good work!
Well, he looks terrifying with bed head! The movement felt pretty good. I could imagine a full fledged game with similar gameplay would just need some animation adjustments. For a jam game, it's just fine, though. Good work!
I like the style. I also considered a stand-up game, but I think yours is a lot better than mine would have been. If you could have found time for just a little more feedback on scoring, that would be my first ask. Good job!
It doesn't seem to play well with Windows 11, sadly! The pencil icon is in a different location, is all: Pencil.png
An icon or two denoting speed may have helped make braking more intuitive. Without concrete feedback, it's hard to judge how slow is slow enough to pass by pedestrians. That said, good work!
This game could have used some audio feedback or clearer visuals on a few items: checkpoints, hitting enemies successfully, when an enemy enters a non-hittable state. Still, it is a humorous take on the theme. Good job!
What a very atmospheric game! That's a lot of impressive world building for 48 hours, well done!
So simple, but very thematic. I feel like there are some Grubhub drivers having Vietnam-style flashbacks while playing, or maybe just luxuriating in the rain of literal cash with each delivery and wishing for the same in real life. In any case, good work!
It took me a lot of tries, but I landed just a few meters from the target! Very challenging, but a nice little game nonetheless. Good work!
Well, that's adorable! The bark range seems a little hard to gauge, but I'm not sure how that would be best fixed. Good work!
For a game about eternity, it ought to restart automatically when you run out of fuel :P It is a fun little game, though. Well done!
Jiji's delivery service? It's cute enough for a few hours work. Good luck in your next jam!
@powerofsin The audio stutter is indeed beyond my control, very sorry! Thanks for checking it out. I really thought it wouldn't read as "complete", but I guess I fit everything that needed to be in there. And actually the ships drop better loot when there's more of them, but I didn't communicate that well/at all. If I had had more time, I'd have included some upgrades that actually changed the gameplay more meaningful (auto turrets, extra turrets, other weapons, probably). Or, yeah, different enemy ship types.
@aweskybear You're very kind! I'll stage a little bit of an action shot for the cover image, thanks for the tip!
@manderdander Thanks for checking it out! Yeah, I probably should have made it 5 or 7 days instead, because it gets old pretty quick, haha.
@gobigredfan I actually forgot Heat Signature even had a ship part! I'll have to check it out again and feel the difference. Thanks for the feedback!
Money seems very scarce, as you can spend a lot of your time just delivering bagels in the sky without any enemies bothering you. I tried fighting enemies for a bit to get an upgrade, but I really couldn't make a lot of progress. Maybe there were too many spawned by that point. Regardless, the sound design is pretty good and it's a great entry for the jam. Good job!
People shouldn't make that sound if they're not actively ill 🤢 Very funny, though, good job!
This man has a bad case of boneitis! Sadly, the textures started to get corrupted halfway through and it became unplayable a bit after that. Still, the controls are pretty sensible (even if ridiculous by design) once you get used to them. Well done!
Cute game! I eventually figured out you could just keep watering down the lemonade before it ran out, lol. Giving the player a little more room to walk around and faster movement would have made for a better experience. Good job!
Very simple. Some milestones (a little audio cue every 10 or 25 asteroids) might have spiced things up. Good job!
Stuck on level 5, but it's a nice little puzzle game. Good job!
@byazzle Thanks for the great feedback! To battle others, you take a set of runes like you shared, copy them to your clipboard, and then click the button on the main menu. It's a little janky, but there wasn't enough time to stand up a simple server to handle it for you. Plus, I like the aesthetic of sharing runes, and I'll re-use that bit of code every chance I get. Sorry about the 'enter' thing :(
@kroltan Thanks for the stacktrace and the great feedback! I did fix a few crashes while getting the web build working, though I don't remember if there was a problem with that method in particular. In any case, I've updated the downloads to match the web build. Hopefully that'll fix it.
@camd67 @imbajoe I hadn't even thought of that, whoops! Maybe I'll add a post-jam option to do a head-to-head battle. Thanks for the feedback!
@cheesepencil Oops! Yeah, if I had had a little more time, I really wanted to put some UI elements in the scroll to indicate the other keys (backspace for removing and enter for starting). Alas. Thanks for the feedback!
The summoning drawings is a clever mechanic. I'd have loved to see more game elements fit into this, but I know how Compo timelines are. Good job!
The controls are very satisfying. Digging is very visceral and fun. However, I really had no idea what was going on on the right there.
You should stick with introducing one element at a time for puzzles. Having to figure out how skeletons work, what to do with the skeletons, and that you and your skeleton can both move boxes in certain ways all in the first puzzle is a big obstacle. Besides that, you game looks quite pretty and runs well!
@malibaturhan Sure! Added to the main post.
@JLV Thanks for the feedback! The memory thing is why the instruction page is so prominently featured, actually, lol. If we had more time, there was supposed to be a rhythm discovery mechanic baked in, but the Jam waits for no dev :)
@BryceLTaylor Oops, apparently the instruction screen left off a critical rhythm: Attack...
It was a little difficult to figure out how to actually attack and what units could attack. Some additional highlighting for the latter could have helped. All in all, solidly executed, though.
Faster transitions would be appreciated. Also, I'm sad you didn't include "Humor" as a rateable category. Dr Condo's waggle-brows would have gotten you 5-stars, easy :)
I'd second the point that there's no feedback on perfect hits. Even a little something may have improved the feel tremendously.
Love the genre mash up. Turned based platformer done pretty well. However, I couldn't get past the first level :( Is game over delayed? I seem to hit something I shouldn't and only lose after getting to some other arbitrary point.
404 error. Let me know when you fix the link!
Two questions: Where is the source? Is there a build for PC available? I assume the engineless aspect makes that part unlikely, but figured OpenVR might mean it's possible.
This was a really great entry. I didn't really get the "souls-like" genre, until I gave the aether betting a bit of thought. Then I realized how you could lose it all, like a Souls game, and have to start from a less advanced position.
The catching mechanic was simple and easy to beat. I imagine that you might not have wanted to spawn things right away, since that could be an unfair loss, but a non-loss failure (e.g. push the lure away) could have let the minigame be more punishing and yet also more forgiving.
I've fixed the softlock and added an easy mode (doubles the attack time, reduces enemy health a little, adds a free binding). Also add fullscreen and tab-zoom for the keyboard.
Very good delivery on the theme, mostly through the mood you set. The puzzle difficulty ramps up a little quickly, and could have used more time to learn some new mechanics (input/output "wireless" node pairs, perhaps?). Great work!