Foon → Ludum Dare Explorer → Users → sprngr
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 50 | Delay the inevitable | Meteor Storm | jam | 496 | 3.66 | 3.08 | 2.52 | 3.60 | 3.85 | 3.97 | 2.70 | 3.28 | |
| 2019 | 45 | Start with nothing | Steal | jam | 3.40 | 3.15 | 2.45 | 3.05 | 2.85 | 2.62 | 2.88 | |||
| 2018 | 41 | Combine 2 Incompatible Genres | CWF: Card Wrestling Federation | jam | 657 | 3.38 | 3.20 | 3.40 | 3.88 | 3.30 | 3.01 | 3.32 | 3.24 |
Great use of the theme. Wasn't expecting it to turn into a clicker. Good job!
Definitely the most unique one I've played. I'm not exactly sure what is going on though, we are giving a direction and it is showing it on a compass?
Really loving slaying the hordes of monsters, I loved how powerful you get and just knock it all down. It was fun to seek out everything.
I really liked the gun upgrade mechanic.
I like your approach of the theme by letting you rewind and delay your own demise.
I was not expecting anything like this, I was hooked as the game went on - I love pachinko but this was a really good add on top of it. Great ending. ヽ༼ຈل͜ຈ༽ノ Pachinko is life! ヽ༼ຈل͜ຈ༽ノ
@mopifish Thanks for pointing that out! I'll look into getting that patched.
@gabriel-dias-oliveira-de-almeida Thank you for the kind comments :) Everything in this was designed by me, and I will take the audio levels into consideration for a post-ludum dare update.
@velvetlobster This is true, I intentionally allowed for meteors to be destroyed off screen akin to other shmups
@kukurammus Thank you for the feedback, that is a mechanic I was tinkering with but had to cut - I am planning on getting it into a post-jam release.
@gullyngames Thank you for the feedback, I do have a post-jam build in the works with a cooldown system in place for the cannon as well as a fix for the multi-input bug. I'm going to think a bit more about introducing a power up system though as that could be an additional bit of fun.
This was a lot of fun. I found myself retrying different team strats and even cheesing the team to see what would happen. Felt really good to play. Well done.
Solid game feel, very fun, died to my own arrow tower. 10/10
This was really fun, normally you'd want to avoid the pit falls in a game like this. I liked how it rewarded you for trying to take out more enemies but eventually you'd be forced to go further. I do feel like a few more sfx could have helped with environmental feel when shooting or defeating enemies as others have mentioned, but besides that this was really a great entry and I have done multiple play throughs so far - Dracula still laughs at me.
Very smooth shooter, loved the comedic bits with banana man joe jr.
Very cute shooter. I died a lot.
Trying to escape homework hit hard. Throwing down toy bricks was great & I loved the slip n slide move option. Great work!
Waited for the monster to kill me, accidentally killed myself with exploding toad. Had a great time.
I thought I won - and then I was very very wrong.
I'm not sure how you predicted my work day post-ludum dare, but well done.
Really enjoyed this one. Getting that brief moment to slow down and wreck aliens was awesome. Handling of the ship took a bit to get used to, but after the third death or so I got the hang of it. Love everything about this. Great job!
Really neat applying the RPG system to space combat & movement. The combat UI was a nice throwback to Final Fantasy. Great experience all around.
This game is a wonderful mashup of two seemingly simple mechanics which makes for some surprisingly deep gameplay. When I realized that zigzagging the snake body against itself could trigger combos, that changed everything. It's a really good example of taking two incompatible genres: a game where you want to collect and get bigger, but not run into yourself; and one where you need to collect and combine. Making the player consider the order and positioning of the bits they pick up is a quite refreshing update to the classic snake formula. Great job!
I got pulled into this game, enjoyed the simple nature of attacking and feeding. But I enjoyed the feeding a little _too_ much...and I got a bad ending. Somehow that was enough for me to be hooked to go back and try for a better ending. Great job!
I enjoyed the additional requirement of solving a simple puzzle to build the buildings, otherwise it would have just been a straight resource grind. Definitely has a lot of room for growth. Great work!
I enjoyed this a lot. It played to its own strengths, like making the player realize how they can utilize a block from a different room. Puzzles weren't too simple, but not insanely complex either - that nice middle ground. Fantastic.
I loved this. Super creative usage of the medium, I kind of wish I had considered communications as platform for a jam game. I really liked the pure minimal text with hyperlinks for that choose your own adventure feel, also being able to try other paths when you TPK was really nice too :D I'd be lying if I said this hasn't inspired me to try out a "going back to your roots" sort of game in the future. Great work guys!
This was wonderful. I loved the concept, definitely a unique one among all the entries. Visuals and audio were on point, I really love everything about it. I find myself (had to take a break to review) just trying again and again to beat the bullet. Fantastic work!
Solid entry all around, well done!
Never had I expected a puzzle game would have me going "CRAP CRAP CRAP". I really enjoyed this. That little bit of stress to just reload the gun by dragging shapes adds a lot more than one would expect. The close quarters combat with the ever growing waves of hell spawn was enough to keep you on edge to make sure you positioned yourself right to reload safely. I loved it. Well done!
High score was 848 btw.
This game is beautiful and a ton of fun. I loved the challenge of needing to find the ingredient and whack it with the required tool. At first I was a bit confused until it was pointed out to me that there is an adjective before each ingredient defining what to hit it with. Great work!
Cool concept. I liked having to make all decisions from your hand, the only problem i ran into is I was at one point just trashing movement cards because thats all I had in hand. Great work!
All I have to say is "wow". I love RPGs, but this had me hooked after the first few minutes. It plays so well and combined the two genres seamlessly where it didn't feel odd to be using the planting inventory, or even to be planting things while you adventured. Everything felt fantastic, great job.
This certainly was an interesting mashup of the two genres. It took the need to actively care for your virtual pet to a new level when you have to chase them down to try caring for them. It was a bit difficult at first when they kept running away when I needed to use the love bomb, but once I realized I could bait them with the ball it made the game much more manageable. Great work!
This entry is in my top 5 games so far. It combines the themes really well to the point it just feels natural. The gameplay flows superbly, there is an insane variety of cards keeping your options wide and nothing feeling terribly stale. I love the simple rules being applied in such a way that the gameplay itself is strategic as you try to plan out your moves and sometimes hope that the card you topdeck keeps you going. Well done!
This is a really great implementation of both genres together. The turn based nature gives it a semi-tactical feel to avoiding and simultaneously shooting back at your opponents. The only thing that feels a bit weird is firing; it doesn't feel as obvious as moving on the grid. Nonetheless it is a fantastic game!
Awesome gameplay and mashup of the two genres. I really liked how you not only had to manage your active ammo type but plant and harvest it to get more, really outside sort of thinking when it comes to combining farming with shooter. Great job!
I found this game to be quite creepy. Bravo.
Epic music, stunning visuals, and hard as hell. Loved every moment playing it!
Your game definitely has a really nice visual appeal to it, I love all of the physics you have setup and how well the idea works to use a pinball flipper as your character building off using the ball to interact with the environment & attack things. That being said, I would really like to see more in terms of level development with different bumper patterns & challenges. Great job :D
The audio and visuals were solid, and the combination of platforming utilizing breakout mechanics to further augment level traversal worked really well. I liked how you gave more control over the paddle and ball rather than just feeling like it's going to bounce around randomly. Great work!
@piscythe Thank you for the feedback!
I feel there is probably a lot of stuff I should have outlined in the game description like the approach I took to move priority & additional effects. The clashing thing was because both players used the same kind of move, I colored the enemy to indicate their preference which was kind of hinted at on the challenger screen. There is an accuracy rating on each card, aerial moves especially have the lowest accuracy so that's probably why they felt a bit random. As for the submission holds, that was broken up until about an hour before submission. Afterward I discovered it using the same formula for pinning made it a tad more broken, especially with the blue fighter.
There is definitely a lot more I would liked to have done with this, expanded narrative included.
This was fantastic. I loved the simplistic nature of the concept and control scheme. It got really hard early on and it drove me to keep pushing forward to try to just make it around the next corner. I enjoyed the upgrade ability so you can try to use some tact with keeping pace with your own creeps and use them as shields, or try to buff yourself to blaze through the levels. Really great stuff!
That was a really nice platformer. The mix of the clicker functionality seemed a bit like a parallel concept and not completely tied into platforming, but dammit if I didn't go for all the items. Great work!
This was actually pretty fun, it took a turn based sort of game and sped it up to keep pace with the more active nature of fighters; typically you see the inverse where the addition of cards slows everything down. Dodocan ftw.
I really like this, it's a very relaxing game. Normally when I play a platformer I want to try speed running, but once I got into the rhythm of the beat, it was a really chill experience and I just enjoyed hopping through the levels. Great job! :thumbsup:
I like the idea behind it. It was neat being a moving turret to protect the trophy. I do feel like the combination of the respawn on player collision with walls and the super tight track layout made the gameplay a lot more difficult than it needed to be. Great job nonetheless!
The music, art style, and animations feel super fitting. The usage of pinball as a system with which to generate resources for farming is a neat approach, though I did figure out I can yield more cash by cycling through vegetables (balancing within jam time is hard so no worries there >_<). I definitely feel like this is one of those games that could find its own with some more time to hone it. Fantastic job!
Interesting concept, dragged someone over so I could play it legitimately.
I really enjoyed the low poly visuals and the audio was really fitting. It was pretty fun no matter how many times I got a restart and reminded me a bit of STRAFE (also FPS Roguelike, except more blood n dialuptone). One issue I ran into was the flying disc robots would follow you through walls. I love the spider robots with TV heads. A fantastic jam game nonetheless!
This was really cool. I wasn't sure initially, but once I started playing it I really got into the challenging aspect of having to not just make the jumps, but also take careful consideration of how much time I had left to make a move. Great work!
Visually it is appealing but it has a lot of kinks in it still in regards to platforming collision; I landed on the grass and basically hovered without being able to jump. I would like to definitely see more built out in regards to the levels and how the whole stealth & farming mechanic is intended to work. Great job!
This was a cute entry. The pixel art and audio was really solid, plus I'm a huge fan of roguelikes. I wasn't sure what there all was to do, but I did try to find the secret (still looking.) I would love to see this sort of concept fleshed out more. Also glad to see another Godot entry :D Great job!
A little challenging but super fun and a great interpretation of the theme - farming and stealth definitely don't feel like they'd go together but your concept works!