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snowdozer

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201944Your life is currency👥Annabelle & Annabelle Otherworldly Meatsjam3393.643.543.483.844.093.703.043.82

Performance over time

overall score (left axis) percentile (right axis)

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Fun vs Overall

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Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by snowdozer

LD44 — Your life is currency

Skeleton Arena by someone 2019-05-05T03:45:23Z

this game is my spirit animal, and i mean that in the best possible way. never have i felt my bones rattle as loudly as i did playing this. i felt like i was drunk on ten gallons of milk. 10/10 doesn't even begin to describe it, would get stealkilled while skittling diagonally again.

in all seriousness, i love this game's humor, even if a lot of it is unintentional (in fact, that's what makes it better). the feeling of being chased by a mob of casually jogging skeletons is something phenomenal. mechanics-wise, the fighting was actually kinda fun once you learn how to do it! a bit more health would have made it more balanced, since you die so quickly after a hit or two. i would love to see what this could turn into after some more work!

Conway's Currency by klianc09 2019-05-03T01:24:48Z

played this game for about an hour! reminds me a little of cave noire, especially the inventory management part, though maybe i'm just a sucker for turn-based dungeon crawlers. i actually love the graphics - i think the oldschool crudeness perfectly fits the genre. and using conway's to tie into the theme was really clever, though the game is essentially over once you learn how op 2x2 coin blocks are. before then, though, i felt like i was making important decisions on almost every floor, which is my favourite aspect of this type of game! other than that small gripe, i think you nailed the balance between risk and reward, and i especially loved the sacrificial potion mechanic.

p.s. the two signs at the end are hilarious.

Monotheizmation by Zeriver 2019-05-03T21:59:05Z

this is a very creative idea! i've never seen anyone make a game about competing gods, so this was certainly a fresh new take for me. the game itself is a little empty, but it would take a lot of work to polish this idea into a full-fledged game, so i think you did great for 72 hours. i think the best way to improve it would be to make it faster paced, with shorter days, less holding down the mouse button, and maybe even some direct god-to-god action? i loved the concept, and i hope to see you expand on it in the future.

Space Gunner by GerardB 2019-05-03T21:18:04Z

neat game! i think that you did very well presentation-wise. the 2d-3d graphics are quite charming, in fact so much so that it's a shame more games don't use it. the sound effects are really satisfying, and you can really *feel* the impact of gunshots and guts. the gameplay, while it feels nice to control, does get a little repetitive over time, since you basically just run around in circles a lot. perhaps some sort of other maneuver, like rolls or jumps, or perhaps making enemies drop coins, would incentivize riskier and more exciting play? nonetheless, i think you made an excellent game for the time you had to work on it.

The Adventures of Billy Bob Jones by YellowZombie 2019-05-11T21:47:37Z

the level design was very confusing! i would fall down, making accidental progress, and then start going backwards right afterwards. (although i did kind of enjoy the sense of being lost, it was like a mini-metroidvania). a few signs or pointers would have been helpful, and maybe you could have kept the level design in one direction! but i can't say the game wasn't enjoyable. i loved the health management aspects, and the graphics were very cute! the death animation was a neat touch, too. an overall solid entry, hope to see you in the next jam!

Click Heartbeat by Hangacs 2019-05-05T04:12:44Z

i think this is a neat concept! i like the idea of risk and reward using only numbers and math. i do think it is a little easy, though, since you can just keep sending the same number and wait several beats to consider the next card. perhaps, every beat, you could shuffle the cards and add new ones in?

Click Heartbeat by Hangacs 2019-05-21T21:34:00Z

@gonutz i decided to build on your idea of using a computer to do the work for us!

here's the result, with a base of 26. (my finger hurts) heartbeat2.png i haven't proved for sure that my strategy creates the highest number, but it's pretty darn high.

one thing to notice is that you can go into an endless loop of applying the third card. if the remainder of the number divided by 3 is 2, then every time you apply the card it'll result in another number with a remainder of 2. or, to put it mathematically, ``` if n % 3 = 2, then (n * 2 + 1) % 3 = 2. ``` this means that the number will never be divisible by 3!

of course, this only ever increases the number by a factor of 2. the second card can increase the number by so much more, but it has the potential of throwing us off of our remainder of 2 journey. that's why i wrote a quick program that checks if the second card throws us off track, and applies the third card otherwise. and so we end up with this number!

i did add a part to my program checking if the fourth card was useful, but it never seemed to be. the first card wasn't that useful either, since it would often lead to dead ends where the only way forward is to drop down using the second or third cards. (there are very few cases where decrementing the counter is beneficial to us, but note that they do exist, i think). i do think there's a possibility these cards are useful, but it's kinda low and it would take some more work to figure out.

edit: noticing quite a few possibilities with fourth card -> second card. probably the earliest one is by starting off with 32, fourth card (128) then second card (821), and continuing using my above strategy, resulting in a number that is 11 digits long! there are also a million other later ones that use fourth to second, like 392 -> 8651 or 4712 -> 84881; tons of room to go higher than my original result.

Annabelle & Annabelle Otherworldly Meats by snowdozer 2019-05-04T23:01:32Z

@klianc09 haha, thanks for your review! i myself would say that the game is rather unpolished due to small bugs left around everywhere, but maybe i'm just noticing those because i'm a dev. other than that i agree with basically everything you said, and we'll probably eventually make a version patching all those things up once we get the time to!

Annabelle & Annabelle Otherworldly Meats by snowdozer 2019-05-19T01:12:37Z

@pl4typus heh, the monster not having a sprite was entirely due to a lack of time, but all our friends seemed to think it fit anyway so i guess it works out in the end!

Time Jumper by xkyl 2019-05-11T21:25:50Z

the game is very buggy, but there's a lot of potential hiding behind it! i think the simplest way to improve it would be to focus on one ability instead of three. that would make it easier to teach, and it would be less confusing to the player! i really liked the idea of the L and J buttons, but having them both is hard to keep track of. remember that exploring one simple idea a lot is almost always better than exploring many ideas a little! and also, it's less work to program, so you can spend more time fixing bugs and polishing up your graphics.

Hide’n’run by Fractal 2019-05-05T22:36:27Z

really love the puzzle aspect of this! the levels are simple, but each one feels unique and they all have you thinking differently about how to exploit the enemies' movement. i did find myself tending towards the brown blocks a lot more than the grey blocks, perhaps you could have balanced that better? the concept is very fresh, and in fact i do think stall-to-win is probably the most original main mechanic i've seen so far. it's straightforward, but also potentially infinitely complex. would love to see you expand on it at some point in the future! maybe try experimenting with enemy shapes and block types?

My Life is Cactus by Aqshay 2019-05-04T04:20:02Z

this game was quite fun! if a little unpolished. i really liked the game's audio and visual aspects, they brought out a mixture of sillyness and grimness that perfectly matches the game's circumstance. the game is really buggy; i wasn't able to strafe left, some of the text is left in french, zombies would attack cacti but not destroy them, a few zombies kept walking into the invisible walls at the edge of the map, healing cacti didn't seem to heal, text would overlap awkwardly in some places, and sometimes upgrading a cactus would instantly kill you (though that may have just been the ninja zombies). but i do love the first person tower defense concept as a whole. figuring out an optimal way to survive was a lot of fun; there were just enough options to provide flexible strategies without feeling too overwhelming. all in all, a solid game! i'd love to see it once the polished version is out.