Foon → Ludum Dare Explorer → Users → Sita
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Gone Out West | compo | 314 | 3.43 | 3.31 | 3.70 | 3.70 | 3.81 | 2.82 | 3.56 | ||
| 2018 | 42 | Running out of space | Floodtown | compo | 137 | 3.75 | 3.57 | 3.53 | 3.96 | 3.67 | 2.98 | 2.66 | 3.44 |
Mechanics are very easy to understand, but some levels feel a little bland, like badly designed RPG quests: "bring 20 green boxes"
Didn't expect game to be so fun! Also, I enjoyed those little animations. Shame that in last level some of the toys were captured with different lightning.
Interesting idea. But after losing all 3 hearts, it seems I can't do anything (not even restart or quit?).
Great game! Easy to understand mechanics, but I feel like RNG is a bit unfair. Also, after getting fired and pressing 'next day' pop-up showed about, saying something about exceptions, sadly I didn't capture it (Web version, Chrome 68).
I dig those graphics and music!
Thank you all for your kind words!
@boltkey Seeing next bonuses sound like a rather good idea, it will definitely be on my TODO list.
@thepelranthean Dams actually were one of my first ideas, and there are still heightmaps of them in source code. I thought implementing them would be bad idea, because it would make late-game less interactive - they would just postpone flooding for a few boring seconds/minutes/eternity. Maybe if I added less arcadey mode one day? Will have to think about it.
@lexyvil hello, sorry for replying late! Game is written in Java, and you would need Java Runtime Environment to launch it. You can do it by either opening .jar file or .bat file (which opens .jar file with fix due to a bug with window size (Windows only)). If you are concerned about this bug, I am developing new version with quality-of-life improvements and it should be out in a few days. If you want to know about this, you can follow me.
Looove the tutorial. A nice game idea with pretty graphics.
I must say... technically it's a very impressive game, which must've meant tons of work.
I did rate the game highly, so I'm gonna comment on some nitpicks that I do have:
- I don't know whether this issue is only present in WebGL version, but the game runs a fair bit slower when zoomed out.
- the camera should start right next to base, got confused at first what should I defend
- the game would be great with a bit more polish - user interface, some tutorial, pausing the game
But given the amount of stuff in game, the quality of it and timeframe - it is at the very least very impressive.
Sadly, an experience, can hardly call it a game.
But it's a great experience. First time I've played a PS1-stylized game and now I know why it's used so much for horror games.
My only issue with this project is that there's nothing stopping player from immersing themselves into it for long enough; some could leave before anything interesting happens.
I like the idea of the game and it plays well too, however it feels like it lacks a bit on balance.
In my playthrough I only invested into Interconnects and Port Workers. While paying ransoms and increasing number of interconnections did make sense to me, they always seemed way too expensive.
I would love it if this game had a patch that balances it out and maybe adds new mechanics and levels; apart from this it is a fun game.
Love the idea, although the physics do get wonky for me.
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Figured out how to get high scores with my wonky physics. Sometimes you can draw a shape around you that will propel you high when jumping. Maybe it's not intended, but I had a lot of fun breaking your game!
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Hmmm, should HTML5 link point to this page?
Gonna agree with the previous commenters, an impressive likable idea with some good game design ideas.
What I'd like to see improved tho is the wonky full screen - I use multiple monitors and the cursor seemed to escape the game screen sometimes.
Thanks you all for the feedback!
@draconic-rabbit I've hoped that the idea where to heal Her would be a bit more understandable, but it seems I've missed the mark.
Although usually I avoid making hard games, but this time I felt like making the mechanics of fighting hard would be the right choice to make. I felt like fights have to be risky for this type of game. They do offer big rewards, but they also are punishing.
I didn't consider adding "$" sign to the letter rewards, but I guess it'd be clearer if I've added them. Thanks once again for the feedback.
@iluvatar @jibberwocky thanks for the feedback!
@attala sorry to hear that! I don't think there's much to fighting, apart from trying to avoid obstacles and bullets, so maybe you've just ignored obstacles?
@lisyarus it's a shame it weakened your experience! I've wanted to make sure players don't get confused, but in the end I've ended up adding a lot more information than needed :( - I bet it would be great if I could spread the information over time, but a more complex tutorial would surely slow down the game development - and some players ended up confused anyways. Creating tutorials is a fine art that I had no time for this time :(
Initially I've also planned on targetting Android, so that's one of the reasons the text is so big - in the end I've decided to settle on this horse riding system, so it was not possible to port it easily.
About the horse riding - at first horses were really responsive, but it made it too easy to dodge bullets, so I've changed the system to the one based on acceleration, as it's present in the game. To counteract this, you don't receive damage immediately from hitting obstacles, so if you're trying to avoid them, you shouldn't receive too much damage. Myself, I am rather happy with the model of the riding, although I'll understand if someone complains about the hitboxes of gunfight being too small (they are).
Absolutely adorable, hits it on almost all fronts, just made me feel waaaay too stressed. Love the idea and theme.
Absolutely lovely game, and it seems you're making your own engine too! Congrats on that.
It reminds me of two things... one is Dorfromantik, the other is my own game from earlier LD, Floodtown!
The mechanic is fun, although I'm not sure if it's just me or is it pretty hard to bootstrap the economy?
Lovely twist on a classic and a great game.
Hey! I agree with the previous commenters. One thing I found confusing was that the up/down arrowkeys were used for moving to the left and right.
Theme is great, what I would maybe change is that the first interaction with the do-not-pass-thingies always results in a conversation, which might get tiring in the long run.
Smart puzzle design, even if it gets a bit frustrating at times.
Love the idea! Not overcomplicated, works well with the theme, however as mentioned before you could have some visual feedback with the flamethrower. Also would love it, if the graphics were more diverse, but still simple - maybe the moss could use multiple textures?
A pretty simple game, it's good enough on its own, but I wish there was something more in it and reaction time could be adjustable, maybe by some difficulty setting?