FoonLudum Dare ExplorerUsers → Shweep

Shweep

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201843Sacrifices must be made👥Rabbit/Wolfjam754.023.823.574.044.244.042.814.27

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Shweep

LD43 — Sacrifices must be made

Revolver Curse by SkullPixel 2018-12-04T18:09:33Z

Enjoyed the gameplay overall, but I think the bullet sacrifice twist doesn't really change much from the conventional core game-play. I guess it needs enemy types that make catching your own bullets something to think about as it's just turns into a game about "going near where you last shot at after shooting" game. I could see the mechanic being expanded maybe to be about ricocheting bullets to make catching bullets more engaging.

Everything about the animations and physics is great though. As a conventional game it plays really well especially with dodging the enemy projectiles and killing the boss. Great work.

upgrades at a price by Nicso 2018-12-06T17:44:42Z

Doesn't really open properly, tried windowed/fullscreen mode and the game plays audio but the window auto hides? Using Windows 8.1

Goodboy Advance by rik 2018-12-05T21:02:15Z

Really love the GBA aesthetic, because you know it IS the actual GBA. But I love the colors and animations. Looking at the comments I didn't realize there was a second level, thought it was a repeat. :thinking: Also the theme was well done.

The Saver by dunin 2018-12-05T06:49:01Z

I enjoyed the concept immensely, but I did not have the patience to beat the game as I forgot about one survivor (Thought I had gotten that person). As a keyboard user, WASD gave me extreme hand cramps and I would have rather had one hand for arrow keys and the other for space or z. The wall jump chasm was super frustrating with the difficult part at the very top and the screen transition interrupting the flow of things.

Figuring out the route and which mechanics I could do without was the best part but the actual physical nature of pulling off the jumps and things was a little frustrating. But when I got super far into it and realized I had to start all over it didn't feel worth it. Might have been better to be able to rewind to more than one person you gave your stuff to.

Fallen Girl by fullmontis 2018-12-04T18:36:40Z

A nice little game. I didn't really understand at first why you can take either damage or lose an ability. But it made more sense with the ending. I like that the section with the reduced jump is difficult in different ways (too high of a jump as bad as having too low of a jump). I feel like some optional health upgrades felt redundant. If you lose hearts on just the mandatory jumps it seems even harder to get the extra hearts and get out without losing it anyway.

Would have been nice to have checkpoints and some of the controls felt a bit sluggish. but overall I liked it. The atmosphere and the mood brings it together.

JLIM by egordorichev 2018-12-05T21:35:19Z

Really enjoyed it, just the right length too. My favorite is using the ceiling to rapid fire, really does make you appreciate the level design. Kind of felt the double jump nullified the challenge a little though if I'm going to be nitpicky.

To the Last Drop by gajop 2018-12-04T05:02:34Z

Was very overwhelmed at the start and didn't really grasp what was going on or that the spells were based on sacrificing those near you. At the same time I wasn't sure of some of their utility. Healing was never a problem and I feel like killing was better than confusion or pushing away. Not sure what regular attacking is for. I'm not too good at the game though, I die around after 600 kills. Not really sure how to get better. Might have been better to narrow it down to fewer spells to just make the concept clearer and focused.

The production values were neat though, I like the scope of the town and the number of things going on, it's pretty impressive. The vision of the game is kind of there, kill masses of orks while you sacrifice masses nearby to do. It hits the theme pretty well.

bouncy arts by wowa 2018-12-04T23:16:44Z

Got stuck at the ping pong lava part, really enjoyed the look and feel of this game though. It's a level above most jam games in presentation even though its a bunch of a shapes. I guess my main issue is that I feel like I didn't really learn the physics or "flow" of the game even though I would beat the level through luck or just trying random things. It's fun to watch the game in motion though. Good work.

God's Wrath by Enver Arco 2018-12-04T06:08:31Z

Pretty funny game. The comedy that comes from him getting progressively angry then straight back to asking for the next item is probably the best part.

Only thing is I kind of got bored once the items started taking longer to find. There isn't really a curveball to spice up the gameplay (that I've seen) The comedy could have been expanded further. Watching what happens when the god gets mad is pretty fun though.

The Reincarnation by Mac Dragoness 2018-12-04T06:39:49Z

Heads up, there was an error with the exe, it prefers being called something like "The Reincarnation.exe" rather than ludum dare exe or whatever. I fixed it myself, but just fyi.

To be honest I had a hard time with just the first few platforms. The jumps rely on super picky apex heights to even make them. I gave up on the one I'm assuming you have to dash to for the first time, I never seem to gain enough height to land. The level design just doesn't seem to match the character's capabilities at all. I even tried jumping on the yellowish beams to see if there was an alternate route. The checkpoint also felt too far back for such high precision platforming.

I enjoyed the graphics especially the pixel art. While there is some clash with the style, the world design is rather nice. It's a shame I didn't get to explore much of it and find out what will happen to the dog. :slight_frown:

Key Break by BlondeMan 2018-12-04T05:45:03Z

Neat for what it is. Without critiquing too much for what might just be unfinished intentions. I feel like the sacrifice mechanic doesn't really work if it renders the level unbeatable. Even with the other keys I don't really feel like I weigh my options that much to warrant having the mechanic. Feels like reducing choices than any kind of strategy enhancement.

Would have been nice to be able to hold down the key to move faster. Couldn't really tell if I was attacking or being attacked, being able to go through enemies confuses that as well. Not that I expect rogue type games to have animations but stronger feedback is what I'm getting at.

Dungeon Clicker by legulysse 2018-12-18T01:46:51Z

Pretty neat, feels like a very busy minesweeper almost. Took me awhile to figure out the markers actually had a purpose as I thought they were like.. reminders. Until I actually looked at the bottom right. Maybe a green flag and a red flag might have been more self evident? There's not a whole lot of thinking going on, as in there's no "wrong" choice to do other than just being inefficient. I assume that's just the nature of the jam though.

Platformer.txt by Hugo kieffer 2018-12-05T22:38:34Z

Got stuck on the level with the two pillars going up. Really good concept though. My file explorer didn't always update properly if I tried to have two folders open at once, which was a method I thought I could use to make dragging between faster. Something to consider (blame bill gates I guess).

Despite the difficulties, I enjoyed the game overall.

Abortion Boy by Saering 2018-12-04T20:38:00Z

Lmao loved this. Great premise and absolutely insane context. I fully expected the ending but it only made it funnier.

Cult Village by stellaryyan2 2018-12-04T05:24:07Z

Little overwhelming at first but wasn't too hard to grasp. Not that engaging however as I didn't feel like I was looking forward to anything. The sacrificing part I'm guessing is best to do it right before to get the most out of the villagers, but I wasn't entirely sure. I don't play many building sims but I think giving a goal to strive towards or some kind of next upgrade would help immensely. The way sacrificing worked felt like a deadline. Keeping the 3 numbers up wasn't too thrilling either.

My favorite part is probably just seeing the effects of what happen when you don't sacrifice in time, like meteors or famine. I also like the randomized civilians and that you pretty much snatch up 3 year olds without a second thought to match the < 18 quota. The concept is pretty funny. Overall nice work.

Death Metal Crowd Pusher by WizardOfOzzy 2018-12-05T21:18:25Z

Love the style and the music, really nails down the thrashing going on. Others have noted that spamming feels like the best strategy. Waiting for the crowd to bunch up on a side and sending from there seems to be the intent, but yeah dunno might need more variance for that to be interesting. I also think the gameplay didn't feel sacrificial, sure the context was but as the player I didn't feel like I was "losing" anything for another.

Normally I don't make suggestions, but might have been cool to have it so that if all the rockers of the same type fall into the pit they no longer spawn. There'd have to be a lot of design that goes into giving a reason to keep all the rocker types. But that's just my idea on making the game feel more sacrificial, you're killing the rockers for score but you need to keep all the types in circulation in order to potentially gain the best possible score.

Even with that said I did enjoy it for what it was, the 666 phase is a good adrenaline rush.

For The Greater Good by Eddie Li 2018-12-04T23:02:21Z

Really liked the concept and the game explored it well. However I did not beat it, I got frustrated at the first part where you have 4 characters. It becomes hard to remember all the steps to do in order and making one mistake would undo everything. It'd be nice to know which color will be the next one and maybe not a camera cut but the camera translating over to the next selection, or maybe a pause before you even get to move while in the air. It's annoying to anticipate a jump you cannot see when trying to swap past a character you don't want to die just yet. I think the design of the last level is fine, just that the way the overall game works hurt it for me.

Overall, great work.

For Brain ! by nolifedev 2018-12-06T02:15:03Z

I liked it. I know this is the case with every game jam game but would have been nice to see the concept explored a little further. It's def one of the better ideas for the theme.

Rabbit/Wolf by Shweep 2018-12-04T22:13:26Z

@ragtagradical Ah thanks for the bug report. Will fix that, was odd that didn't seem to trigger for anyone before.

Rabbit/Wolf by Shweep 2018-12-05T19:57:04Z

@dunin Ah sorry to hear that, but thanks for the feedback. Bug should be fixed.

Rabbit/Wolf by Shweep 2018-12-06T02:22:44Z

@sodaraptor "although during the 4th day combat segment, I sat through on an empty screen for 20 seconds, thought maybe that was a bug?"

Actually it's supposed to happen, there's an event that triggers if you leave an NPC alive for long enough. But it was mainly a way for me to not have to design another wave and have something mysterious happen.

Thanks for all the feedback so far everyone!

Rabbit/Wolf by Shweep 2018-12-16T23:42:01Z

@ddrkirbyisq Thanks for the detailed reviewed! I did sort of add a more proper results based ending to the post-jam version, though of course I don't think that should be factored into the ld rating since it was added after LD43.

A lot of the difficulty in the design was a bit lazy (aka rushed) I'll admit, but I suppose the "sweet spot" was having to sacrifice about 3 people and having okayish odds against the last day. Then replaying the game and sacrificing different people that way. Though replay-ability probably isn't on the mind of most people when they're hurriedly playing through a bunch of jam entries. I also kind of went with a shmupy style since I'm used to developing that gameplay even though the tone in the game is a lot more slower or creepier. But hey, lots to think about and I'm glad you engaged with a lot of the ideas that went into this!

Pixel Rot by MemoryLeek 2018-12-04T21:04:11Z

To be honest I found a lot of the mechanics frustrating. Trying to hit the enemies is frustrating, running out of time on the rot is frustrating. Just a lot of the design in the challenges seem really obtuse as you run out of time but have that time lowered on a very precise enemy to avoid. Didn't feel good to be successful at it either. I gave up half way I think.

I like the art-style and there seems to be a lot of content in the game. So it's a good effort and a decent idea. Just a lot of the execution seems bent on giving out a bad time.

Gears by DJH 2018-12-06T15:42:20Z

Great concept, felt the precision difficulty was a bit harder than it needed to be. I kind of enjoy just beating it cause I figured it out not because I mastered the really meager jump. Also I felt the fact that more gears = higher jump could have been taught a little better.

Overall I really like how the design explores the mechanics here, good job.