FoonLudum Dare ExplorerUsers → son dro

son dro

Games

YearLDThemeGameDivisionRankOvFuInThGrHuMo
202046Keep it alive👥Dorfromantikjam1374.083.813.792.734.632.463.69

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Humor vs Overall

Mood vs Overall

Comments by son dro

LD46 — Keep it alive

LavaLampSpaceMission by Fabian G 2020-04-21T08:27:43Z

sweet hook mechanic fabi! definetily needs that boing sound for outgoing hook :D

Red Vs Blue by Ayced 2020-04-21T10:18:40Z

These were the first kind of games I did myself, so I really enjoyed your implementation. Nice focus on having a lot of units which really brings the scenery alive! As @timo-strating mentioned, I would also suggest you could either change the button layout to another UI text element or just give the player the ability to trigger the next wave by himself for something in return. Another suggestion that could be done quickly: I would change the background to a darker tone to give more contrast between the units and their abilities (shields, laser shots etc) which appear more in the lighter spectrum.

Isle of Light by Lexi89 2020-04-21T10:00:33Z

Really liked the artistic setup you did chose for the minimalistic style that you picked. I liked the central setup with the bonfire in the middle throwing these long shadows, this underlines the main interest point of your game (the fire) quite elegant. Also the hawaii music fits perfect and gives a really good vibe!

Some additional ideas: - draw footprints on the sand from characters: makes your island even more alive and helps the player guiding his eyes to running crabs that are maybe already hiding in the shadows. - play more with color and light for floating items that are approaching your island. for example you could highlight items with light sources (old oil lamps, fireflies etc.). - more advanced gameplay ideas: you could play more with the principle of shadows and the behavior of your character (crabs maybe want to move in shadow or behave differently in the shadow). then you could bring the position of the light as a new gameplay element (the player maybe can make torches and needs to place them in certain strategical positions to control the enlightening of his island).

overall really strong approach for the staging of the game, I would try to build up on that :)

Umm, Your Majesty... by grizeldi 2020-04-21T09:06:59Z

gave me some good gta2 vibes there, also interesting way to solve the 'stuck with the car' problem by flipping :D

Tanks For Nothing by SamLeCreator 2020-04-21T09:18:14Z

4:50 min and probably -400$ later: Was getting quite intense a lot of times but still managed to somehow barely keeping the fishs alive. I liked the smaller details: eg. not losing water when the cracks are above the water line, also bonus point for the name of the game and the arcade vibe highscore board with the matching music! It can get quite challenging if the water is low already and a lot of people are block line of sight, maybe you could not only indicate with the bubbles where water is draining but also with water pouring out in front for better visual feedback.

Movin' and Keepin' Alive by G.A.GameStudio 2020-04-21T09:40:40Z

first of all good job finishing the game for the submission, quite impressive for your age! I would focus on the movement polishing first, before building any new content like levels. Some ideas from my side: - direction change: I like the idea of never being able to stop and always being forced to move. You could add more weight on that and bring your movement more alive and make it less steady by minor animations or tweaks in the transitions in between the different movement states. For example you could have the player accelerate first after he is turning (you could even approach it with a more creative style like some old cartoons did where the character kind of "brakes" on the ground before he is turning to give your movement more character. you could check out the turning mechanic from animal crossing for inspiration: https://twitter.com/rtm223/status/1242031542823575553) - movement polishing: there a few things that could get polished further (eg. walking uphill or collision detection in movement). I remember when I was working on a 2D platformer few years ago there was video series from Sebastian Lague for this exact topic, maybe it helps you to improve your movement mechanics further: https://www.youtube.com/playlist?list=PLFt_AvWsXl0f0hqURlhyIoAabKPgRsqjz

keep it up! :)

Untitled Mouse Game by Binney 2020-04-21T08:49:26Z

had a good laugh with the audio :D the idea is unique for me and funny. There is also a good scaleability potential if you want to continue on this prototype with bringing focus on the player trying to manage the marching band :)