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smubear

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202251Every 10 seconds👥Paper Trailsjam3.573.713.781.163.353.714.144.21
202250Delay the inevitable👥Operation Slow & Steadyjam7773.473.382.523.052.772.943.473.11
202148Deeper and deeper👥Deep Dive into the Dark Depthsjam8733.533.592.883.903.323.403.46

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 smubear

LD48 — Deeper and deeper

Deepest Sword by Strega 2021-05-01T05:30:58Z

This game is frustratingly balanced. It never felt like the game was cheaping me out or anything, and it has a harsh but very satisfying learning curve, especially at the end. It feels *extremely* satisfying though. You guys really know how to make players feel accomplished. I am shocked that you could make such a balanced and fun game in 72 hours, frankly.

Yawning Fathoms by primitive-concept 2021-05-18T03:59:52Z

died because i didnt have drip :pensive:

Good game tho. Simple, but dialog was great. Had a fun time with it, and hey - text-based adventures still work.

Diggy Bunny by Traffle 2021-04-26T23:29:39Z

Not a bad game! I thought the environment looked wonderful, much better than what I could do in 72 hours. This could maybe even be its own standalone game with some level variations and some story or something. It was definitely a challenge to make it to bunny heaven

Shovel Guy by NotSpaghettiGames 2021-04-29T03:18:11Z

I liked this but I felt the controls were kinda weird. Pressing W to jump and Space to dig was a weird concept for me, as I associate both with jumping, but usually Space is the default jump button. Kinda caused some mild frustration but I mean it didnt stop me from playing, although I would consider adding some sort of alternate controls if possible. And like @james-kusardi was talking about, placing the stone in midair led me to what I thought were cheesed levels. Not a bad game tho, I thought the mechanics otherwise were pretty good. I didn't encounter any bugs or anything.

Treasures of the Deep by Dreamer 2021-04-27T15:27:38Z

Short, but enjoyable! It was not a bad platformer, and I think the graphics fit very well together. Although, like @varalta mentioned, I don't understand the objective of the treasures in each stage, but I did think it was neat how each level had their own treasure theme. :thumbsup:

Falling Flat by bonicle 2021-05-18T01:45:44Z

This game made me laugh. It was pretty well balanced considering it was made in 3 days: never felt unfair but also didn't feel like I just cheesed any level. I appreciate the inclusion of the checkpoints: I didn't realize what they were when i passed them, but were thankful they were there when I smacked into a crystal. Speaking of, I feel like the collision was very forgiving, but honestly it made me fell cool when i got into tight spaces. On top of all that, I really liked the pixel filtering on the game: made it feel like early 3D graphics and fit the mood of the game very nicely. Wonderful entry!

Deep Debt Diving : Criming Deeper by gamedevkng 2021-04-28T20:47:07Z

Got a 404 Not Found when using the link :(

Deepest Dungeon by Almighty Games 2021-05-18T01:54:10Z

I might not have given this game the full effort it deserves (only made it thru level 3) but from what I saw, it wasn't bad. I liked the graphics, finding the sprint key made backtracking easier, and I really got the feeling that I was lost in a cave. Perhaps it was my lack of any sort of direction, but I found myself getting lost often in the caves. Like, I'd find the three stars in the level, and struggle to find the exit. I'll assume thats part of the mood tho, so points there for really nailing that feeling of getting lost in a cave, lol.

Wellfell by Kylazaur 2021-04-27T20:15:22Z

What a charming game! This is definitely the most creative game I have played in the jam so far. It's short, but with the multiple endings it makes me want to play it again and again. I thought it was really creative how the health corresponds to the bones Boney-Wan Kenobi has left. And I liked that low-bitrate audio for the voices, it really fits the mood set by the rest of the game. Music was also nice and spooky with the (I think) xylophone. I'm definitely bookmarking this and telling some people about it.

Miningsweeper by Nick Barrash 2021-04-27T15:42:45Z

Quite the interesting take on Minesweeper. I enjoyed digging around, trying to avoid danger while getting treasure. The idea of having multiple types of tiles that can spawn adds more variety compared to regular minesweeper. I also liked how there isnt just one type of danger, or that a single miss = death like in regular minesweeper. There are things like the rocks, sure, that can hurt you with no way of fighting back, but the addition of the combatable dangers gave me a reason to buy stuff like the hull upgrades. I think with a bit of balancing and perhaps a deeper mine, there is a good idea here!

Hello, user. by Totteri 2021-04-28T20:44:38Z

This game set out on a mood and I think it filled that mood quite well. The aesthetic of typing into a terminal helped with that, and although the game left a lot of the story up for interpretation, it was not a bad experience in my opinion. I do kind of wish it offered a bit more, but I did like the little details like the computer making typos, made it feel like someone was on the other end typing that as they went.

Deep in the sea by hamzaplayssssssssss 2021-05-18T01:55:06Z

what a truly moving story. brought a tear to my eye :cry:

But really, not too bad! I really liked how you introduced mechanics: even if the tutorials themselves were just textboxes, having a reason to use the said mechanic (like swiming faster when you're almost off the screen) makes it stick a bit better. I liked that.

One of my only gripes was the music. It got.. kinda annoying. The fading in and out piano kind of killed the mood. Something to consider is to maybe either go with something silly (fitting the mood of your truly heartwrenching story there) or something just ambient (like underwatery/swimming sounds).

:penguin:

rm -rf by Tiago Cruz 2021-04-29T03:01:17Z

I gotta say, with all the random data i have stored in my Downloads folder, it took me way too long to realize that these files were my own. At first I thought "wow these guys have some good taste in music, look at what they named this file" before I realized. It was a very creative idea for a game, but honestly, I feel that the gameplay gets stale rather quickly. It was a cute demo, and I liked the name of the game, but I feel that in order to make this into something more interesting would be to maybe have different types of enemies depending on file extension or something, rather than just the standard shooty guy. Also, perhaps a longer loop of music or other tracks could help too because that started getting a bit repetitive after a while.

But shoot, for a game made in 72 hours? Its definitely a neat concept, and I bet programming this was fun. And I notice you're using Godot too! It's cool to see other Godot devs here :)

Subterplane by Bigbadbison 2021-04-28T21:28:04Z

It's a fun concept, kinda feels like one of those games I would play a lot of during middle school in the computer lab. Vaguely reminds me of the game Superflight. I'm also a fan of these arcade-y style games and like how the challenge increases as you go further, it feels balanced and theres a feeling of improving on your last run each time you go down, which is also aided by the fact that you see your ruined planes on the way down, which was a good touch.

Also, I like that crashing isn't the end. I bashed my plane into the ceiling still going parallel into the cave and drifted an additional 200m and beat my high school. I felt slick after pulling that one off. :sunglasses:

Where are my sexy red boots by FroBros 2021-04-29T03:08:45Z

Oh man, this has some potential for some crazy puzzle mechanics. I really liked this, it was pretty original and I liked the little details. I thought the intro was both nicely painted and had funny dialog. I also liked how the music changed as you got smaller, with instruments dropping as you shrunk. Really sets the mood for this game :thumbsup:

Tiny Drop by JasonQ 2021-05-18T04:13:46Z

Nice to hear this is you first game jam! Hope you're enjoying LD48.

As far as the game goes, considering you did this alone, its pretty neat! The music worked, the mechanics were there, and it made for a pretty simple but enjoyable experience. It was interesting playing an infinite-runner type game that went in a diagonal. The only "problem" I encountered during the experience was that sometimes the background dirt texture would jitter/reset at certain intervals.

Some recommendations:

- Maybe consider having the pixel art not be rotated all diagonally. Or if you do, stick with it. It kinda led to this, er, interesting transition at the start. transition.png - Consider other instruments to the music beyond just the piano. I mean, the piano was fine, and it worked for this game. I'm just saying for maybe the future. I really like [BeepBox](https://www.beepbox.co/) for making songs for games with, but you may already have a program you like. - Maybe include a score display at the end? Something like @teto was talking about.

But yeah, this was a really creative idea. A rain drop going *deeper and deeper* into a pipe. But heck, for a first jam game? This works. :)

Erode by EnergizedBlast 2021-04-27T19:56:33Z

I never would have thought to use erosion as a mechanic. I'm not even sure how you pulled it off, but the water and eroding mechanics worked pretty nice! The only issue i had was that sometimes my water spout would get stuck on sides and carried away, but usually using the click-water-burst thing seemed to fix it. I don't know if theres any place to expand with this game from here, but I gotta say its a very interesting concept. Nice game! :droplet: :thumbsup:

LD50 — Delay the inevitable

Re-Re-Robot by Porcus_Pie 2022-04-08T04:48:57Z

This game makes me question if I really *am* bad at video games. Oh well. Thank you for the skip feature, you definitely know how to make a jam game haha.

Personally, I really liked the concept, I just felt like movement was *way* too fast initially to do anything with. But who knows, its like, 1am right now and my gamer skill just isn't with me. Might give it another try when I'm more awake. Awesome concept tho.

Rat-Stack by Arend Hintze 2022-04-06T02:15:27Z

My highscore was 19 water level before drowning. I have to agree with @leviathon on this one: the controls felt too rigid. I understand from a development standpoint that this was probably due to the grid-based nature of the game, and honestly I kinda liked the way you could move things around to stack them. The death animation was also pretty neat, fitting for a game delaying the inevitable.

Claustrowordia by Antti Haavikko 2022-04-08T15:09:39Z

Wow this game has some polish! I had a lot of fun playing through this, it's probably the best game I've played so far in LD50. I'm impressed that you managed to do this on the Compo timeline as well. I can't point to anything in particular that felt unfinished; everything feels like it has love and attention given to it, including the spider bunny with its permanent smile. I was really pleased with my "Bombers/Sisters" combo in this game and the game rewarded me proportionally with the points it gave; everything felt really balanced. I never really felt like I was running out of good letters until my very last letter; everything else in the board was lit green. Only gripe that I have if any is that on the desktop version, I don't think my score updated to the leaderboard, but oh well. Additionally, the definitions coming in from what I guess is an API feel really strange at times, but that's hardly the games fault. In fact, seeing it come out of that creatures mouth makes it almost make sense.

Anyways, awesome game! I'm definitely showing it off to my friends.

The Inevitable by InappropriateName 2022-04-06T01:55:21Z

I liked the idea; it was a unique spin on the theme! Literally "delaying the inevitable" was very creative and fun. It might have been understated, but I really liked the sound design of this game. While it lacked music, the chugging of The Inevitable and the little bloops from the icebergs really fit the mood and art style of the game. It's incredible how nice this felt to play (and replay) considering the simplicity of it. Thank you for your submission!

HONORED EXECUTION by Cope 2022-04-06T02:27:33Z

The art on this game was pretty awesome, it really fit the theme of a gladitorial battle. The music was fitting as well, but I think the art really sells it on this one. All the characters felt well designed from a looks perspective.

That said, I wish there was a little more player feedback from the game. For one, like @whiskeybadger mentioned, attacking the smaller enemies felt more like mowing the lawn than sword combat. It only really felt like I was using a weapon against the bigger guys. Additionaly, some sound effects could also work as a sort of feedback. I figured this could get annoying with all the little guys, but maybe something more substantial for the bigger guys, because it kinda felt like a little poke rather than a mighty slash like the art suggests. This may sound hypocritical though from a guy whose team omitted sound effects as well for time, but I still figure it worth mentioning.

Overall though, the entry was pretty great. I think a few polish elements could really make this game get the "feel" that it deserves. The core of the game is there and it works.

REWOB by alanxoc3 2022-04-08T04:27:11Z

Nice arcade-y shooter! I love to see things made in Pico-8, and I think you guys did great with making the art and music style fit the engine's limitations. Like some of the others said, it took me a while to figure out what the heck I was supposed to do, but I had fun trying to protect the Pig planet once I sorta figured out what to do. Never did quite delay the inevitable though, but I could just be bad at video games. Cool game!

Operation Slow & Steady by smubear 2022-04-08T14:24:02Z

@antti-haavikko thank you for you extremely thorough review! You hit on a lot of what I figured would be issues with the game that we just didn't get around to fixing before 72 hours hit, along with some that we hadn't even considered. The art style conflict was definitely due to time constraints - we started trying to go the route we did in LD48 but never got a character out in time so just rolled with our temporary texture character -- bit of a Kirby moment. I'll certainly look into better animation techniques like the squash and stretch you mentioned, as the animation for this game was really hastily hacked together. We really abused Godot's AnimatedSprite for this one.

I'm glad you mentioned the keyboard controls being something we needed, because they did exist but I didn't mention it at *all* and thats my bad. R should restart a level once in the menu, and esc opened/closed the menu. I was also not aware that the space sprite was flipped, sorry for the confusion there!

I also appreciate the level design advice as well. While the part in level 3 where you can skip the boxes was an intentional alternate solution, I guess it felt more like cheesing the designer rather than a clever platforming skip. I appreciate the insight. And the advice for the second to last level will certainly be taken into account. I felt as though it needed some sort of visual indicator for the snail but wasn't sure how to implement it so just kinda left it out, but that probably made that level annoying rather than difficult.

Overall I very much appreciate your immensely thorough review. I don't think I've ever recieved such awesome constructive criticism before, and in such depth! I hope I'll see you again in the future. :)

Operation Slow & Steady by smubear 2022-04-08T14:24:55Z

@human-writes-code Could you elaborate on what/where in the game the audio felt glitchy? I'm not sure I understand but would like to look into it.

HungryBot by Aka Black Dog 2022-04-08T04:39:12Z

Simple and sweet game, the visuals looked nice and the music was chill. I was also a fan of the sound effects, things just fit together nicely. I agree with @aeonarch that the gameplay was a bit sparse, but it was a simple arcade-style loop and i think that works good for a game jam. Like some others have pointed out, I've noticed it's a Godot game (ours is too!) and that you were hosting on itch, so I'd definitely see if you can export the game to HTML 5 to avoid the whole .pck file issue. But other than that, I'm happy to be able to play your first LD game!

Finally! An effective treatment for male pattern baldness! by scgrn 2022-04-08T04:59:33Z

Wow, truly a masterclass in narrative storytelling through the medium of games. This makes me reflect on my own rapidly thinning hairline. Wonderful.

LD51 — Every 10 seconds

Discomobulate (ง'̀-'́)ง by Usenrame 2022-10-04T03:05:53Z

I got by on the skin of my teeth!

alive.png

I think the main mechanic and the presentation of it feel very polished, and I had a giggle out of my buff chicken beating the crap of of a duck. Like what many of the others were saying, I think the controls might not have felt natural and it took a little getting used to, but I figured it out. I also like how it worked on a 10 second timer, but that the first second extended to give you time to think about your moves and make inputs but not too much time to play chess with it. I had fun!

Paper Trails by smubear 2022-10-04T15:54:26Z

@usenrame We used Godot to build the game. Apologies for almost setting your house on fire; the game is kinda poorly optimized at the moment lol.