For Lucifer by Rasmus Clausen 2018-12-04T18:17:40Z
Well now I feel terrible, time for work! Interesting narrative though, would be cool to see it expanded.
Foon → Ludum Dare Explorer → Users → sockpuppetcow
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | Core Meltdown | jam | 1184 | 3.17 | 2.96 | 2.67 | 3.67 | 2.64 | 2.92 | ||
| 2021 | 48 | Deeper and deeper | Cortex | jam | 1811 | 2.70 | 3.12 | 2.65 | 2.57 | 1.92 | |||
| 2020 | 47 | Stuck in a loop | Octoloop | jam | 375 | 3.81 | 3.70 | 3.20 | 3.25 | 2.97 |
Well now I feel terrible, time for work! Interesting narrative though, would be cool to see it expanded.
Interesting gameplay, contains pancakes. Perfect 5/7
The battle sequence at the end of this was really cool, would be cool to see more like that.
Very interesting concept, it took me 32 runs to beat. Also it looks like the gun is on some kind of cooldown? Some kind of indicator on when you can shoot again would be a good addition. Also, I like how you can pickup the power ups before your past lives get to them and it only works for one of you.
This was a load of fun! Something about the description just has me inexplicably angry at this hexagon and it's so satisfying to chip away at. Really cool take on the theme, orbiting the enemy and going ham on it. The graphics are really clean, great color schemes and everything. Also the music is such a bop. One minor thing is that the movement speed was pretty high imo, but once I got used to it it was alright.
Gameplay was smooth, puzzles were interesting. The graphics are nice in their simplicity, and the robots are somehow adorable! Thanks for the entry
@pikachurian Oh! I hadn't done that yet. Now that I've heard it, nice chill song that I think would fit really well.
The voice is great, and mixed with the soundtrack makes a chill but fast feel. Also the way the robots comically fly off before exploding when you shoot them is great.
The art style is cool, and I like how the movement works like one might expect in space. Some of the trash is really amusing to me as well, like "How the heck did that get there?" Further, the jump animation is great, just the concept of jettisoning a bunch of garbage to propel yourself through hyperspace is hilarious and great.
I see you opted out of audio but I feel it necessary to say this music *slaps* and fits the game well, good choice.
And as some others have said, it's *really* fun to go speeding at a piece of trash and then turn around to catch it.
@Domin77 I was thinking that myself actually! Not sure if or when I'll get around to doing that, but it sounds like fun nonetheless.
@marbles Thanks for the feedback! On that level I was trying to make something slightly more challenging because everything else was so easy, but it ended up feeling too easy to me. Could be the whole "developer knows all the tricks" thing. I ended up keeping it anyway cause I was actually trying to have 15-20 levels in this thing but kinda ran out of time and energy.
Also, during theme voting when I saw "Control the world, not the player" I envisioned something more mario-like, but that easily could've shifted towards this kind of thing.
Thanks for the feedback @empty-set. I was kinda concerned the levels were starting to feel the same by the end myself, and I think if I decide to take this project beyond the jam, I'll try for some more variation. There are actually some interesting mechanics that I wanted to implement that might've helped but I ran out of time.
This was really cool, it kinda reminds me of Baba is You a little bit. Also I like how you're physically restricted to within the bounds of the loop block so you have to use spatial reasoning for some of these puzzles.
First thing I noticed were the graphics, the simplistic style paired with the lighting gave it some really good antichamber vibes. Also, the surreal picture of a bunch of people repeating the same animation in sync is simultaneously humorous and kind of unnerving, functioning as motivation to continue. One small thing is that it's not immediately obvious what the "fail" condition of the loop is or what I'm supposed to do. I kinda figured it out after a few loops though so it's not that big a deal. Overall, cool experience.
I really like how you can choose where to add rooms to extend the loop
This is really cool! One of my initial brainstorming ideas was "while loop" but I quickly dismissed it because I had nowhere to go with it. This was a lot of fun for me, though being in C-like pseudocode, it may not be as accessible to non-programmers. Some kind of graphical diagram of the code may be good for that.
Also one thing I noticed is that if, for example the loop condition is (numRedObjects < numGreenObjects), then it still doesn't break the loop if numRedObjects == numGreenObjects. Not really major, just something I noticed. Still, full marks from me :)
Really neat graphical style and parkour mechanics
Neat graphical style, and the character is adorable. Sound design was great. Really unexpected and clever take on the theme, as well.
Great design, love the hexagon layout, good puzzles even though it's pretty hard.
Adorable animation and art style, catchy song, and everything. Only slight thing is the jump is hard to control. Really great though!
All my time playing KSP has prepared me for this moment. :smile:
Love the music, would totally use it as a study track. This is actually something a younger version of me really wanted to make but I never got around to it, just a simple orbital mechanics simulator, quite fun.
I like the spin on the drilling scenario with the depth/floor mechanic adding a roguelike feel to this one. Only thing I noticed that wasn't mentioned is that your equipment seems to reset each floor, but going into the menu and clicking on them brings it back.
Nice game! Wasn't sure if the book's "behavior" was intentional until it flew off the map but I thought it was pretty funny anyway, especially if I'm walking into a magical library. The riddle at the beginning of the labyrinth was clever, I got it almost immediately but still decided to see what happened if I screwed it up. It helped me to draw up a path to take based on the riddle.
Very great atmosphere and visuals, gives me the feeling of actually being a submarine pilot (not that I know what that's really like), also of being terrified when coming on a group of big angry fish.
The little robot character is adorable, good combat, and I love that the storm follows you down adding pressure to go deeper.
Also, love the "doritos ok" check in the start screen :laughing:
@thewhiterice I definitely wanted to add a health bar to the enemies, as well as some visual feedback but I ended up having to skip out on it for time, overscoped as always.
@tanner-shelton I was a little bit worried about that but I literally made the How to Play section in the last 30 minutes of the jam and couldn't play with colors. I'll keep that in mind for the future, thank you.
@bodaciouslycrazy I wish I could show you my original concept for what everything was supposed to look like, but I never could end up getting that to work. Colors were going to be darker, the enemies were going to have neon glow around the edges. But unfortunately I'm not that skilled in shaders, etc. quite yet. Maybe I can manage something like it in LD49 :)
And thank you all for your feedback, I really do appreciate it.
"If I catch you lying, I'll throw you down the well."
Jokes on you, I'll throw myself down the well! *fails to do so*
Anyways, I have smooth brain so it took me like 10 minutes to find the farmer, which I spent jumping around in beat to the chill music. After I found him and got on with it, this was hilarious. Loved all the jokes, especially the vicar's, and the different endings on the end screen are great :laughing:
Really nice art style, and interesting combat mechanics. Could've done well with some smaller enemies to bonk but this was still fun. I certainly understand what overscoping can do to a jam game lol
I mean I'll be damned if the music isn't vibin'
My husband: I look over at your screen, and see you cleaning out lungs *with a sponge*
Me: Yeah I'm playing among us inside a person.
Dope minigames, love the art and all the joke notes around them, "You're breathtaking." :laughing:
Adorable character model, and the mix of low-poly and this lighting style makes for good atmosphere and graphics. I think the basics are here, and the idea is very clear for a great stealth game. Could use a bit of polish and maybe some more explanation of mechanics, I like what you were going for here.
Thank you for this, this really needed to exist. The symbolism here is very powerful, especially in the Despair level.
The terrain, puzzles and atmosphere remind me of a game called Dream that uses a similar style to communicate a different message. Haven't finished that one but one I definitely enjoyed.
Nice design, ran a bit slow in Chrome for me, but that could be because I have loads of tabs open. Some more levels would be fun! Also interesting choice to use JS, I wonder if that added any extra challenge?
Cool idea, could see it fleshed out a bit more, as is the nature of game jams. Anyway, how crazy would I bee if I excavated the entire map and made it a mega-hive.
"What the heck is *that*?" --Me several times before whatever "that" is eats my face.
Cool variety of enemies and loot. Especially the Adderall, I thought that was hilarious to be found in a random chest in a random cave. Some of the loot, I don't want to say which because possible spoilers, kept me interested in going deeper and retrying.
My dream job, come in to work at 8, and send the office into chaos and the company into financial ruin all to a metal soundtrack by lunchtime.
@aboykiy Thanks! I was pretty worried about the ramp pacing, but didn't have enough time to finish tweaking the balance. Also for color I tried to drop in some materials to kind of break up the monotony a little but it still turned out pretty flat. The claw rotor is a cylindrical thing up on top, I had thought there might be a bit of a problem with knowing where to go but ran out of time trying to get an indicator working.
@cloistered Thank you, each jam I try to put a little extra focus on certain areas, and this time around was modeling. Hopefully next time I'll know what I'm doing as far as 2D art goes to get some proper materials/textured in.
@zookatron I don't think I updated the description but I added a mouse sensitivity slider in the "Patch1" build on itch if you want to give it a go, thanks for the feedback!
You made this look a lot easier on stream lol. Pretty fun, once you get used to the controls it's pretty easy as well but not too forgiving. I think the consequence of failure is actually pretty well balanced, considering that the higher up you get, the more jumps you should have so it's not as hard to get back up. One thing that's happened so far in my playthrough is I beat the first boss, got the "see you in the skies" dialog and promptly fell, lol
Also I found a softlock in the peaks section. fightorflight_softlock.png
Seems pretty chill, though I found it kinda hard to stack very high without the ability to zoom out. Nice chill music and idea though
Having not read the description very thoroughly I thought it was going to be snake with a windows OS theme, I was pleasantly surprised, this is beautiful
Neat little puzzle idea, environment reminded me of the first portal game. Would be cool to see this expanded on later.