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SparkyDoc07

Games

YearLDThemeGameDivisionRankOvFuInThGrMo
202455Summoning👥Midnight Magejam2.402.202.402.602.202.40
202149Unstable👥Noyau Instablejam14282.852.502.713.663.192.83

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Mood vs Overall

Comments by SparkyDoc07

LD49 — Unstable

Nuclide by irwatts 2021-10-07T02:23:03Z

Amazing game! I loved the visuals and the sound, and the concept is awesome. It's quick and easy to learn, and it's very addictive.

Hope you make more games soon :)

Larry's Whacky Alchemy Lab by Tiberiusuciu 2021-10-05T02:55:50Z

Hello there!

Great game! The graphics are nice and the game is straightforward. I like the audio too.

Notes: - Controls are a bit weird - I think it would be better if there was a counter of the time you have left to stabilise the reactor - A dustbin to get rid of wrong resources would be helpful

That's all my suggestions. All the best for the rating!

Catamaran Cats by notke 2021-10-05T06:25:34Z

It's a nice game, but there aren't enough players. I like the art style and the graphics and also the background sound of the water and the waves.

Space Repair by Abdul Zakkar 2021-10-14T03:29:55Z

The game is good overall, and using the remains of you fallen foes to repair your machine is interesting. The art style is good and the isometric view is wonderfull.

A few suggestions: - Try to group enemies into waves so that the player has time to collect the gears - Maybe increase the play area so that the enemies aren't all packed in one area - Some kind of indicator that an enemy is going to spawn - The inventory could be made a bit more visible

Apart from that, it's a great game and can probably be made even better.

Off topic, but could you add a fullscreen option to the game? I think it would be more fun to play fullscreen

Core Meltdown by sockpuppetcow 2021-10-14T03:07:26Z

Good game! The theme is on point, and the instructions are easy to understand. You can feel the tension in the room, and it feels wrong to stop focussing on the game. The graphics are good, but the color feels weird. Apart from that, great game!

Crumbling Down by JustCallMeBB 2021-10-05T06:09:09Z

My antivirus marked the game unsafe and said it contains a trojan. Win32/Wacatac.b!ml

Noyau Instable by SparkyDoc07 2021-10-05T04:07:08Z

@cireneikual222464 The thing in the middle isn't a water bucket, it's a dustbin where you can get rid of items you collect by mistake. The water bucket is located in the same room as the screwdriver, which is to the right of spawn

Noyau Instable by SparkyDoc07 2021-10-14T07:13:24Z

@joel-davis I realised how slippery the arrows feel once I published the game, and I'll probably switch it out in post-jam @itsboats those are good suggestions, and I'll be sure to implement them

Drillbit Junker by nanobuilder 2021-10-05T02:25:10Z

Hi, I think there's something wrong with the files bc my pc detected a virus. Do you have the WebGL build?

Nuclear Bulwark by FishMasterino 2021-10-05T06:28:01Z

It's a nice game, and I love the art style. It could be improved by adding a difficulty slider, but it's fun with experience. Nice game <3

Rocky Road by thefatgalaboo 2021-10-14T03:12:15Z

Nice game! It's fun to play. But it breaks a little when using the grappling hook thing, and the controls are a bit off. Apart from that, it's nice!

P.S. It reminds me a little of Karlson by Dani

Unstabled - Ludum Dare 49 by Reditect 2021-10-05T02:45:49Z

Well hello!

I liked the unique spin on the theme (Unstable) and am surprised to see a game made in Roblox Studio. The graphics are cute, but the gameplay often lags a lot which causes new islands not to spawn.

Notes: I would have preffered if there was an intructions page or some arrows pointing to the right direction you need to go. You could also add some animations, but it isn't required. It will also be better to change the camera apect to make the apples visible.

LD55 — Summoning

de-monday by alpdogan 2024-04-17T05:41:52Z

_Upgrades by day, rubber duck destruction by night_

Love the concept! A great twist on the Summoning theme.

I don't have any major issue with the game itself (except for the fact that I'm bad at it) but I do have a few suggestions.

1. Upgrade permanence: Make all upgrades permanent. This justifies spending time on them, knowing that they will benefit in the long run.

2. Add perma-transactables: To keep the spirit of temporary upgrades, add some form of reward for killing enemies (simplest being coins, or thematically, souls). These rewards should be transactable to get consumable upgrades, like a speed or strength potion. This is the equivalent of temporary upgrades to speed or strength.

3. Mouse compatibility: Make attack and interactions mouse compatible. E.g. if I click LMB then I can attack an enemy.

4. Hypercasuality: Hypercasual games are easy to play mobile games with usually only 1 or 2 major game mechanics. This game feels very much like a hypercasual game, so maybe lean into that? Add touchscreen compatibility for movement and interaction, add a main menu, etc.

Overall, this has been a blast to play. I'd really like to play it if you decide to publish it for mobile.

Summonion by KeithSwanger 2024-04-17T08:23:41Z

I have no words! This game checks all the boxes; a good take on the theme, a nice concept, cute arcade-like graphics, wonderful audio, and a nice game loop.

Of course, I can't not give at least one suggestion, that being that the player needs some kind of progression. Every round, you can see that the enemy gets stronger, so it is only fitting that the player also have some way to do so. A few ways to implement this are below. - Monetary method: Every day, the player gets 200 gold (or equivalent) with which they can buy... anything! Spells, potions, fences, slingshots, whatever. This make the game increase in strategy as it builds further. - Thematic method: The player can choose to sacrifice the onions to gain some temporary reward, e.g. speed boost, health boost, etc. - Content method: Maybe, as the day progress, the player unlocks new crops like wheat, spice, corn, etc. These crops could have unique characteristics, e.g. corn explodes into kernels on impact, spice does poison damage, etc

Add progression, and you game goes from a simple _cute and funny for the first 5 minutes_ to a much better _replayable and strategic for hours on end_, which also happens to be sellable as a full game.

All the best on your future ventures!

Midnight Mage by SparkyDoc07 2024-04-16T12:42:03Z

@robowarrior1982 Thank you for the feedback! I hadn't considered the fact that certain keys (escape, shift, etc) are problematic on browser builds.

I have changed the keybinds for WebGL and am exporting the project. Thank you once again!

Midnight Mage by SparkyDoc07 2024-04-16T13:09:59Z

@dmitry-mozgin you can click escape to exit the spell screen. I apologise for not including it in the game description

Midnight Mage by SparkyDoc07 2024-04-16T13:43:14Z

@dmitry-mozgin lighting fires on the ground (using E) in different shapes will allow you to cast different spells. For example, the Fireball spell at hotkey 1 needs a 1x1 square whereas the Wall spell at hotkey 2 needs a 2x2 square. Spells 3 and 4 have their unique shapes as well, which is represented by the grey rectangle that spawns upon a spell cast.

I would have included a tutorial section in the game if I had slightly more time, but for now I will be including these points in the game description. Thank you for bringing this up!

Midnight Mage by SparkyDoc07 2024-04-17T08:45:35Z

@lexi89 thanks for the feedback! I will keep these points in mind. Although regarding the spell casting, the issue of spamming spells was fixed using a mana system. Mana regenerates over time, with killing creatures further boosting mana. Perhaps that was why pressing E was not casting spells?

Conjurer's Cup by dreamscale 2024-04-17T06:01:44Z

THIS IS SUCH A BAD GAME IS SO DIFFI-oh wait I'm winning JK IT'S SUCH A GOOD GAME!!!

Lol but in all fairness, I'm enjoying the idea. This feels like foosball with a twist, and I'm all for it. It's a good strategy game, just 2 ideas from my end:

1. Keepers need to be balanced: they are presently too strong and can only be killed by a minion which has no other purpose except to run forward. Consider reducing keeper speed and increasing size.

2. The game field could be larger: Currently, I find the field too be too claustrophobic as soon as I have more than like 4 minions deployed. Consider increasing size. This plays well with reducing keepers' speed.

3. Spawn times must be reduced: Spawning minions takes quite a long time. This is annoying when paired with the slow mana refill. Moreover, if the enemy deploys a fetcher or a runner then you need to wait for quite a while before a pike gets deployed.

With this fixed, this would be a really enjoyable game.

P.S. I see that your Smart balance metric on LDJam is quite low. Consider giving feedback on other people's games to increase your games chance to get feedback.

Shrine garden: saved by the bell by hatmajaster 2024-04-16T08:37:36Z

The idea of summoning ghosts towards you was quite interesting, and my team was actually thinking about trying something similar. We couldn't find a good game loop for that idea, so I'm glad to see someone who could.

The game was fairly intuitive, keeping the game mechanics simple, so a tutorial screen didn't seem necessary. However, it wasn't until my 3rd run that I realised that I could dash across the river, so maybe some form of indication would help.

I would have preferred this game to be on a larger map with the shrines closer together. This would have given the player more time to take action when a ghost spawns.

A few issues I faced: - Sometimes a gong would not activate, either when the player was too close to the gong or was dashing from the opposite side - The howl would sometimes not trigger. I assumed that this was due to some cooldown between howls, but I'm not sure since I would be able to make 2 or 3 howls in just a few seconds of each other at one point - Some ghosts did not turn around when a howl was activated. This was most evident either when they were just on the border of the circle, or if they had spawned a few frames after the howl

Overall, with some of the gameplay issues fixed, this would be a great jam game.

Furriend: A Paw-some Summoning Odyssey by pralista 2024-04-16T08:48:19Z

Wonderful game!

I appreciate the twist on the summoning theme (i.e. thanks for not making another ghost platformer)! The gameplay is simple, artstyle is adorable, and mechanics are brilliant. Also, I would like to appreciate the fact that you gave me an option to switch between perspective and orthographic.

A few things I would have really appreciated, 1) That the summoning circles be controllable with keyboard input like WASD 2) That the camera be free to turn/spin around the game field 3) Some form or tutorial or intro screen, since I didn't understand how to move the summoning circle until I read the game's description from the ldjam website. Ideally, a game should have all relevant info in the game itself

You've earned yourself a top score. Enjoy!

P.S. the ldjam website allows you to upload a WebGL build directly on the game page!