FoonLudum Dare ExplorerUsers → SquiggelSquirrel

SquiggelSquirrel

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202354Limited SpaceTetroniformercompo2.602.403.753.453.002.221.602.00

Performance over time

overall score (left axis) percentile (right axis)

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Fun vs Overall

Innovation vs Overall

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Humor vs Overall

Mood vs Overall

Comments by SquiggelSquirrel

LD54 — Limited Space

The Relic by Furtive Pygmy 2023-10-09T20:28:47Z

The dialog speed was too slow for me (though I know some people prefer a slower speed), and too easy to accidentally skip, plus constantly interrupting the gameplay made it difficult to get into. I found controlling the ship difficult, but I'll admit that I've never really gotten on well with Asteroids-style games so maybe that's just me. I'd suggest that having game stages or waves of asteroids, with the dialog occurring in-between, would play a bit more smoothly. Or even just not pausing the game while the dialog is playing, and having some other button to continue/close when the player is done reading at their own pace.

Limitris by zubspace 2023-10-03T20:07:55Z

Very well implemented, but I did find the controls of mouse-wheel and right-click quite tricky to get the hang of. I think that left-click for raise/add and right-click for lower/delete would have been more intuitive and easier to get the hang of.

Transilvaniawkward by Mastoast 2023-10-09T20:09:22Z

Cute game and a fun idea, I did end up just seating them randomly for the last few levels because I couldn't figure out the witches.

Natura by DzejPi 2023-10-03T18:18:55Z

I had fun. The axe confused me at first, I kept trying to cut down the trees, but after re-reading the instructions I made sense of it. I liked the art style, but felt that some lighting/shadows would have helped my brain make sense of the 3D objects. I wasn't sure if the shelter provided any benefit in-game, but it was cute!

Tetroniformer by SquiggelSquirrel 2023-10-03T18:54:58Z

Thanks for the feedback everyone!

@ackbad Yes, getting the pickup to work at all was tricky, and with more time I would aim to improve it. I was thinking that better visual feedback on the targetting would be a start.

Getting crushed by a resting block sounds like a bug, though thinking on it the blocks only determine if they are "resting" by attempting to move into a space and being unable to do so, if you happened to be jumping against the bottom when the drop timeout hits, I can see that happening. I guess ideally the block should check whether they are in a resting position after each successful drop instead.

I appreciate that missing a jump and having to restart would be frustrating, but I also wanted to include being unable to jump over a wall, and needing to use blocks to make steps. So I'm not sure how to fix that. Maybe shorter levels with a more convenient restart, or a respawn waypoint that doesn't restart the whole level... I'd have to think about that.

@5mixer I think with more time I'd have the carried block move away from you if you moved/jumped towards it, I did find during testing that pulling the blocks along behind you was easier than pushing them.

But overall yes, I wish I'd been able to spend less time fixing technical issues and more time on UX refinement and level design. Definitely a good lesson for me, for future game jams.

@godsboss Yep, that looks like you're stuck. I'm not sure I could re-design to make getting stuck more difficult, but maybe smaller levels and a no-confirm quick restart button would be the way to go?