Fridge Floppers by Split82 2023-05-01T12:42:22Z
Really fun gameplay with juicy audio and movement. Love it :heart:
Foon → Ludum Dare Explorer → Users → SlimeBOOS
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2023 | 53 | Delivery | Drift SPEED deliveries | jam | 815 | 3.36 | 3.54 | 3.11 | 3.83 | 2.50 | 3.00 | |||
| 2021 | 49 | Unstable | Fun-guy and his search for the forbidden light | jam | 3.66 | 3.66 | 2.66 | 3.50 | 3.16 | 2.16 | 2.00 | 3.00 |
Really fun gameplay with juicy audio and movement. Love it :heart:
Same here, trying to unarchive with WinRar and says that there is a checksum error for "LDJam53.exe".
Brutally difficult, you can even die during the intro while the other guy is explaining the mechanics. When you die the guy always talks with out explaining everything all over again, a bit annoying considering how fast you can die.
I liked it, a unique concept. You really captured the difficulty of decrypting an address using different handwriting and levels of damage on the paper.
My only question, why does increasing "enhance", ALWAYS pixelates the images? I'd say if the "ideal" position was picked randomly somewhere on the slider and then you would need to fine tune your "enhance", to get the clearest possible image.
The visual and atmosphere are GREAT! It is a nice and short experience. But I say it is a strech to say this is "delivery" themed.
Nice and simple puzzle game, don't have a lot to say.
One thing, weird. Everything looks really creepy. Couldn't figure out how to free the fairy sadly.
I guess that is what I get for not testing on windows, I found out the problem and solution, I will ping you two when I update the download link.
@aushijo @kgurniak91 @valmontechno @malcom-thonger Alright you should be able to play now, tested it myself. The problem was that on I was using symlinks and didn't resolve them while building.
@kgurniak91 Yea when making it I though of as an arcade game with a score and short rounds. The orange dots around the car show the direction of drop zones. The suggestions for the GUI are good. The car does move fast, but when you are turning, it is intentional. The movement vector is normalized, I wanted to encourage player to slide/drift a lot, so they could go as fast as possible.
@emily-ttg Ya, I should have probably been more specific about the controls. * W - go forward * S - go backward * A - turn left * D - turn right
@willm @aligator I can't take credit for the art, I used kenney asset packs. It's great to hear that you enjoyed the game :smile: . Here is kenney website where I got the art from https://www.kenney.nl/
Nice and simple, the gameplay reminds me of golf. The way you need to adjust your direction and force before firing. The only thing I found annoying is that you HAVE to wait until a car hits the ground before doing your next shot, or even getting your next target house. Would be nice for the catapult to be on a cooldown instead, that after some amount of seconds you can shoot again.
Simple concept, I liked it. I few things I noticed is that you can completely avoid combat by going around the edges if you don't want to, why do bolts only spawn in when you pick up the previous one first? And was it intentional to reverse the horizontal looking when in the robot? It made platforming really difficult.
Simple puzzle game, it is good.
Would be nice to have an icon above each buoy, because it is easy to forget what each color means.
The only bug I found is that if you click on panel where you get the buoys, it place the buoy behind the panel, meaning you can never pick it up again.
Shouldn't games for the game jam be completely made during the jam and how is this related to the theme delivery?
Cool game, the overall gameplay reminds me of an incremental game, but with a unique twist that not any old rat won't work for a request. It is nice that it shows how well you did on each request after doing the requests.
Pretty fun, a simple tower defense
The art is really good, but the gameplay is meh. The idea of having invisible platform is nice, but it is not fun to be jumping into the dark most of the time. This makes platforming really frustrating, especially when an enemy pops up out of nowhere because you did a double jump. Most of the time it is easier to just dies on purpose to get a glimpse of the platforms.
Pretty boring. While playing the minigame, I guess I got lucky guess when I checked the door I saw the yellow slip. When I did pick up the package with a bit of cheating it is anticlimactic.
Just to make sure I didn't miss anything I checked the games code with dnspy, and ya nothing missed. A package should appear between 0 and 2 hours after starting the game and stay there for 10 seconds. If you pick up the package the game ends.
I like the idea of sorting products using conveyor, completed all the levels except 13 and 14. Here a somethings I want to say: * Not all shapes equal. Some shapes would get stuck on little edges or act weird. Personally I would want the simulation would be more consistent between runs. * Music level slider. It is pretty loud without adjustments. * What is the intended solution for level 11? I just made a simple straight conveyor and waited until some products got through.
Things I would have liked, but is probably asking too much out of a game jam game: * Cycling between conveyors is a bit annoying, maybe add a couple buttons at the bottom for different categories of "objects"? One for simple conveyors, another for yellow conveyors, static wall and so on. * Snapping conveyors on to a grid. This would solve shapes sometimes getting stuck on small height differences between conveyors.
Overall, I liked the puzzles :smile:
The art is amazing, the sea creatures adorable. My only thing is that you can only skipping fight the enemies by using the dash. It is pretty powerful and you can just run past everything. Then in the boss room you can stand in the bottom right corner and keep shooting safely, because the boss doesn't touch you if you stand right in the corner and the enemies that spawn in are too far away to notice you.
Made it to the end, pretty fun except the last level. Where you need to drop and dash to the left, because of the high gravity if you don't know you need to go left you just miss it and need to get there again.
Is this a game about sorting objects? Will the shape of the object have some effect, because currently only the color matters. And why is there a panel which shows by which block you grab an object in the top middle?
no link :slight_frown: