FoonLudum Dare ExplorerUsers → slovnoslomo

slovnoslomo

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201945Start with nothingnothing but everythingcompo2513.413.033.533.903.133.143.61
201841Combine 2 Incompatible GenresACCIDENTAL EXISTENTIALcompo693.903.263.853.943.854.303.394.28
201740The more you have, the worse it isCTRL FRKcompo454.003.364.384.504.032.993.74
201739Running out of PowerPRAY FOR TESLAcompo1843.563.243.503.474.173.30

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 slovnoslomo

LD39 — Running out of Power

Once Upon a Spaceship by PixzleOne 2017-08-03T21:53:47Z

Got 55 points on the first run — dead because no more energy supply appeared (I think I collected all of them) and 590 on the second run.

I don't know if two game modes are connected somehow but I think it would be cool if they were. Also I'd add more challenge to the wheel spinning part. For examle — you have only 10 seconds and amount you made comes to your score (or else) and misclicks (errors) turns to some energy/health penalties.

Funny patterns and typography rythm by the way :)

Galvanica by icxon 2017-08-05T19:00:20Z

The texts made me smile — it's the first 5 stars for humor from me :)

And it's so great how gameplay choices is close-connected to game narrative! As a result it's very fun to make choices (cause they feel impactful) and explore game possibilities.

Очень круто :)

Eat pray live by wrexialmt 2017-08-05T18:26:01Z

Artstyle, sound and overall concept is just AWESOME!

Only one thing I'd change about controls — it would be better not to force player to switch between input types (keyboard/mouse) so the game flow will be more smooth.

Thermal Power Plant K-13 by Finlal 2017-08-07T10:58:22Z

I really enjoyed the game! Also I am a huge fan of your artstyle :) And the setting is so atmospheric.

A word about balance — even I liked it is hardcore, the game was too random for me in the begining (around 10 runs till some progression) and too easy after mid game.

Also there are a couple interface problems. To be more specific: 1. It's hard to get where excactly encounters happens and what impact do they have. Both for fights and for resource changes. 2. Resourses and buttons are ungrouped and their meaning is not clear. Easy solution is just to rearrange and group them up. Also you can add tips on hover.

I made a quick mockup with solution option to explain the idea:

ui.png There are 3 semantic groups of resourses here — people, expedition and building. Also a «warm-up» action is moved closer to what it's change and icon changed to resource that is consumed.

Despite all this the game is awesome! Good luck if you are going to finish it.

Corrupted by Shess 2017-08-08T08:16:23Z

One of the best games from the gameplay point I have played so far! Beat it like twice.

On the first run I missed all the narrative writing because was too focused on tutorial, but on the next I got the atmosphere. Catchy ending by the way :)

I really like your approach to do mechanics. Every new element adds depth and every decision feels impactful.

It would be awesome to add visual feedback on the shots/destroys and explain weapon mechanics with some fades/highlights, cause sometimes it's not obvious what just did happend or how exactly weapons works. By the way why you hide enemy energy level?

Oh, and one more thing — for me this pause clicking to catch the right moment feels a little bit odd. Maybe it makes sense to add an auto-pause on key events or something like that.

Great job and good luck with the post jam version!

Discipline and Punish by shiitman 2017-08-04T08:28:58Z

I like different view on theme and how the game narrates ideas through mechanics. As I get the underlying meaning — it is not possible to build a balanced system with a tyranny (is it?) and it will fall sooner or later. Or are there more than two endings?

Speaking of technical issues — sometimes it's easy to miss a gameover message because of random cursor hover. I'd make it as a separate popup or a page.

Music and art are consistent.

PRAY FOR TESLA by slovnoslomo 2017-08-03T17:24:24Z

Thank you all for the warm response! It's my second game on ludum so feedback is very important for me :)

Speaking of sound, I was really excited about doing some SFX and music for the game, but (as usual) it was to late.

And yea, now I understand that structure mechanics are not obvious, so I made a post update with theese rules!

@rafael-souza Thank you for mentioning that RMB-to-build feature. I'm personaly very like this interface finding and it's a pleasure that someone appreciated it :)

@jhandsy I really like the idea of releasing the charge! Definitely will test it.

@filogc Using only turrets wont work well with this power-up mechanics and I tried to deliever that idea from the start. Maybe thats why it feels so hardcore. Anyway, you are right in the way it needs a lot of balance tweaks and difficulty progression.

@brorawr Yea, after all feedback I want to rebalance it to be a little more fast paced. So player would build more structrures (that are less powerfull) and make more interesting choices. Oh, and I will add to your feature-list a randomly generated maps :)

PRAY FOR TESLA by slovnoslomo 2017-08-05T18:31:45Z

@loveapplegames Thank you for the feedback and for the bugreport! Actually I think if I continue making this I would start from the scratch due to not perfect architectural decisions (jam-style) :)

PRAY FOR TESLA by slovnoslomo 2017-08-06T10:05:58Z

@zee

Thank you for response!

I have tried a couple of different solutions of visuallising the Amplifier impact (masks, circle segments, shadows) but all of them did't worked very well. Probably doing something like a Reflector effect would be okay, thank you for the idea :)

LD40 — The more you have, the worse it is

CTRL FRK by slovnoslomo 2017-12-06T07:21:44Z

@plepletier this is a compo entry :)

LD45 — Start with nothing

GREEN DOG by unima9000 2019-10-07T16:08:20Z

OMG. i'm dead. loved it!

Climb by Matt Rix 2019-10-08T14:23:33Z

that's a nice little game :)

clean layout and typography looks solid.

i like the implementation of the theme and how you mapped the words (_nothing_ etc.) to the actions.

ui suggestion: visually disable the number buttons (leave only the outline?) when «something» is not available, so they won't look interactable by themselves. it would made me understand the rules a bit faster (i was confused with the buttons not working on the first run :) ).

Building Keys by boats 2019-10-08T12:13:06Z

the concept is amazing. i really like the keyboard thing!

the only issue is it took me a while to figure out the controls and especially how to «activate» the buildings on the sides. the logic behind that wasn't obvious for me.

nice entry!

Not My Hoarder by Tommyflower 2019-10-08T12:39:42Z

nice entry!

i really like the opening and the way you reveal the theme with your story :)

Tactical Bodybuilding by SuperTibbles 2019-10-07T17:56:19Z

the idea is amazing! graphics and sound are solid as well.

i agree with the comments about assemling. some sort of visual feedback (on when it will or won't pick up or connect) would be nice.

also not sure bug or not: you can just click on enemies to disassemle them without any fighting.

The Card Crafter by Grhyll 2019-10-07T18:17:17Z

i played your game the longest so far. nice one!

really like your design intentions here, would love to see more abilities and content :)

The Card Crafter by Grhyll 2019-10-07T18:20:10Z

also your statement on **Sound** is sooooooo painfully familiar. happens with me all the time haha

nothing but everything by slovnoslomo 2019-10-07T15:54:36Z

@lumos thanks for the feedback!

when you say about «lack of the “ready?” on the largest rock possible» — you mean a bug or that you wanted to draw nothing from the first attempt?

yea, i really wanted to do a sound design this time and even got everything setup for that. but the lack of time... you know the feeling.

nothing but everything by slovnoslomo 2019-10-07T17:31:27Z

hey @twinturbodouche

sorry to hear, you missed the half of the game :(

this is the the tip: the biggest rock is so big, that you can't place it on the sheet (=nothing) :)

nothing but everything by slovnoslomo 2019-10-08T08:49:50Z

@purpledartfrog

hi there! :)

to pass the biggest rock you should imagine the rock that's so big, you can’t place it on the sheet (=nothing) :)

nothing but everything by slovnoslomo 2019-10-08T13:40:54Z

@matt-rix thanks for explaining that!

you got the point absolutely correct. for some reason some players miss the general idea :(

nothing but everything by slovnoslomo 2019-10-08T14:01:05Z

@namnam

i got you! sorry for confusion. cause i recieve some feedback about the thing we mentioned. when players don't get it.

i left that step especially for the setup so some players less likely will lost the idea :) but yes, i see your point now. should have made a fix to the assignment text there, switch _the biggest_ for the _big_ on that step.

nothing but everything by slovnoslomo 2019-10-10T16:44:37Z

@p-r your review is an artform itself. The only thing i can response with is

nothing but everything by slovnoslomo 2019-10-10T16:51:32Z

@gwinnell playing it with a noise-cancelling headphones is a beautifull move!

You gave an example for everyone, who regret the lack of sound :D

less headless by Kultisti 2019-10-08T15:14:16Z

this is amazing. glad i'm accidentaly found this on itch :)

music, sound design, graphics, mini-games design, the mood. everything is just on the next level.

my favorite entry so far. good job!

Nothingness by PhillSerrazina 2019-10-07T16:53:37Z

i liked the gags i found. the all-max ending is tough and surprising. i didn't expect that level of reflection from the game about terraforming :)

the only issue and advice i can give is about text animations — i think it's a bit too long and fade-in trough black to white is too heavy for eyes.

The Blue Girl by gamebuilder 2019-10-08T13:00:16Z

this is a beautifull entry. one of my most favorites so far.

stylish artstyle (both digital and real), atmospheric music, weird room interiors and storyline. cought some Twin Peaks vibes here.

the thing that you implemented that with the pure HTML adds a lot to the concept actually.

keep it up!

AMaze by Zhorky 2019-10-07T17:05:26Z

i like the expression of the theme and a nice take on generative sound design!

i'd love to feel the motion more fluidly, probably more bouncy or something :)

Vr.Punk by Ravenjm 2019-10-07T16:32:42Z

hey. your game link leads to 404, watch out!

JustStart by Decappoolla 2019-10-07T17:19:12Z

hey, those puzzles are really smart! especially the first three :)

keep it up.

Probably I forgot something by evlko 2019-10-07T20:13:27Z

that looks like a lot of work speaking of content!

i double the suggestion about checkpoints. also had no idea that there were multiple endings and just clicked through the whole game 3 times to beat the fat one i got stuck with :)

good job guys!

Day Zero by Emma B 2019-10-08T14:13:16Z

this is smart!

was really entertaining to explore the possibilities of your universe :)

art and sound design are nice as well.

it would be nice to see the history of your inventions. or just hold it on screen for a bit longer. i think i missed one or two when was too focused on interactions :)

start, then nothing by Version 4.0 2019-10-07T17:10:30Z

the mood and that easter egg. creepy but i like it :)

because we have nothing, so we need to choose what to get. by iAmberF 2019-10-07T20:37:31Z

i like the artstyle. music is very relaxing as well.

one note — the timing on the last screen (summary) was too short so i was not able to read all the text.

nice job!

Nothing in Room by Colsk 2019-10-08T09:39:15Z

hey. creator of another [confusing narrative game](https://ldjam.com/events/ludum-dare/45/nothing-but-everything) is here :)

beat your game twice to understand it better and check if it has other endings. i'm still not sure about the resource system, cause on the second run i did almost nothing, but the flow and outcome was the same.

i like the general idea and that narrative is open for different readings! was fun to speculate around.

the aha-moment and ending _hits hard_.

LD41 — Combine 2 Incompatible Genres

Build The Road Jack by badpaul34 2018-05-04T13:43:44Z

Nice graphics, sound and pretty fun gameplay! I like an idea mixing these two genres.

Speaking of gameplay details - I think balance is shifted too much to the construction part especially in late-game. I would like to drive more and have some challenge in avoiding obstacles or maneuvering in space.

Also the resource system is built the way you sometimes should slow-down or even stop or backtrack for resourses - it didn't felt right and the way you meant the game to be played.

Anyway I liked it a lot, you can see it from my highscore and structure :)

555.png 444.png

Flowdrive by Dustyroom 2018-05-04T14:09:39Z

The best music I've heard on LD41 so far!

Black and white canvas with these smooth colorful lines looks sooo clear and it's like a finished painting in the end of the level :)

Overall experience is very relaxing. Nice job!

Oni Hunter by pataya 2018-04-29T12:36:59Z

Solid graphics. Simple fun gameplay that feels right and nicely balanced.

Love for detail - all the little signs, animations, sounds, vfx and that jump and rain in slo-mo and the crosshair effect! :)

I wouldn't call stealth and puzzle incompeteble genres, but it doesen't makes a game itself any worse.

Also I like how an elevator creates a meaning both for gameplay mechanics and for overall feel of single building space and ninja-mission progression :)

ACCIDENTAL EXISTENTIAL by slovnoslomo 2018-04-24T10:22:53Z

Thank you so much for your feedback! Especially for the revealed impressions from @ccglp @schsam @Raindrinker @mountaindog @LarrySeinfeld @Keppu

I wasn't sure but you guys got it right and in different ways and this is just amazing.

This inspired me to make a [post with some quotes](https://ldjam.com/events/ludum-dare/41/accidental-existential/$92844) :)

ACCIDENTAL EXISTENTIAL by slovnoslomo 2018-05-05T10:36:00Z

@aaron-nemoyten

Thank you for response!

> is this seriously serious? Or is it tongue-in-cheek serious?

This is post-irony so it's kinda both :)

I don't want to force any canonical representation and I don't want to be mad at people that don't get some jokes/thoughts I see/put there — your experience and background is unique. I wrote a bit about it in the end of [**→ this part of postmortem**](https://ldjam.com/events/ludum-dare/41/accidental-existential/$94749).

I'd say the biggest creative achievment here (both for me and for the player) is exactly this feeling of duality you are talking about.

Dancemazing by MariosManiatis 2018-04-30T04:43:14Z

The graphics are fine! It reminds me maze levels of the witness a lot. It's a good thing and a bad thing at the same time :) It would be cool to see how you will develop your own unique artstyle.

That gameplay contrast feels sooooooooooooooo off and creepy (in a good way!). Also the contrast of safeness and vulnerability is uncomfortable and greatly reveals the mood and the theme, supported by ambient music and sound design as well!

It is unfortunate I couldn't make it to the end, cause monster respawn point is so close it's almost infinite dance battle (you can't hide from) that becomes repetative and unwinnable. Three attempts but same result :(

The Cards You're Dealt by Raindrinker 2018-05-04T18:51:54Z

I really like your art-style! It is highly expressive with a lowest amount of tools used (like colors, complexity of the forms etc). I think adding a bit of dynamics (like a slight animation) is an easy step that could add even more life to it!

I like an idea of a card game crawler. Speaking of balance - I think it gets kinda easy and repetitive when you get to know how to deal with each type of enemies - you can just play safe and shuffle through a deck to get right cards. May be adding some systems that will motivate player to be more agressive, use less cards, or even play faster (realtime timers, huh?), could solve this.

Nice entry overall! :thumbsup:

CHARLIE by notb 2018-04-28T05:07:42Z

I'm not a musician but experience like this was always fun for me. You know randomly playing with synths or crazy instruments. Teenage engineering vibe here :)

The backs and graphics are cool and doing the job.

I did succeed with making some "music" but anyways I'd like this to be a bit less confusing. The "neural music engine" itself is worth exploring and playing around, but it lacks feedback loops and overall UX to see how you can affect it. It doesn't mean less crazy or random stuff but a bit more clarity so players could reveal full potential of Charlie :)

I'd like to see more experimental stuff like this on gamejams. Highest rates from me and best wishes!