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SquishyWizard44

Games

YearLDThemeGameDivisionRankOvFuInThGrAuMo
201944Your life is currency👥Ocean View Hoteljam2743.713.273.223.223.543.794.09

Performance over time

overall score (left axis) percentile (right axis)

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Fun vs Overall

Innovation vs Overall

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Audio vs Overall

Mood vs Overall

Comments by SquishyWizard44

LD44 — Your life is currency

Warlock Cardgame by krammetje 2019-04-29T22:32:21Z

Impressive!

As an aspiring board game designer, I appreciate the concept and think there's a lot of potential should you choose to expand on Warlock.

I'll mirror the criticism I saw earlier in that more often than not, there best move was to play all the cards you could from your hand. This implies an issue with balance, though it could be rectified if players were able to customize their decks. The artifact system is where the choices lay. Perhaps having a limited number of minions you can play per turn (say, 3?) would add more choices for the player to make, improving player engagement. This won't necessarily make card draws useless since you'd theoretically increase your number of options at the cost of one minion play (if you've ever played Dominion, I think that's a good reference to see how card draws can work in a system with limited plays).

Overall, a great start and definitely impressive that it was made in a weekend. Keep up the good work!

Diffraction by slimabob 2019-04-30T00:03:38Z

Nice job! Great voice acting, especially for the villain!

I have a few critiques that might be useful. I chose to go after the bad guy instead of escaping, which resulted in a short cutscene, then the game fading to black and closing itself. Is this intended? If so, I feel a bit more feedback that the player finished the game would be useful. As is, it felt more like the game crashed.

Next, after glancing at the walkthrough, I noticed I may have interacted with a bug that let me skip a step in the progression. After completing the button puzzle (1 2 3 4), I found I was able to grab the hand by moving my mouse slightly to the left of the console, which means I was able to skip the cryo chamber completely.

Finally, a bit of writing critique since I write as a side hobby. One thing I learned is using profanity when it isn't necessary often leads to readers either disconnecting from a character or disregarding the story as a whole. Sometimes writers tend to use profanity as a crutch for character personality and it very rarely works out. As a consequence, I found myself not really liking the protagonist much, though I adored the villain. His cheeky quips and humorous delivery created a very charismatic antagonist in the very short time we get to know him.

Overall, a fun little point and click adventure with a great antagonist. I look forward to seeing what you guys come up with in the future!

Dungeons of Taradith by DrunkardWolf 2019-04-30T00:37:49Z

Very fun, I like the concept!

As an aspiring board game designer, I like seeing how others design their card games. From what I can tell, you're inspired by the deck-building genre, is that correct?

The game has a ton of potential if it saw expansion down the line. As it stands, it has a pretty fundamental issue: It's easily solvable. The main mechanic of building a deck is rendered pointless when you're given free reign to basically trim your deck down to an unstoppable engine of destruction like I did (screenshot included). This implies an issue with balance, which could actually be addressed by removing the ability to sacrifice cards. An alternative way to deal with this is to find a way to bog down the player deck as they progress, like say with useless "injury" cards. One of the ways Dominion (one of the founders of the deck-building genre) addresses the issue of runaway engine building is by adding useless cards to the player's deck, like "curse" or victory point cards. Could be an idea to consider if you take this design further.

Anyway, cheers!

Here's the deck I "solved" the game with:

1x Hit 2x Bash 1x Energize 1x Backstab 1x Slash

taradith.jpg

Reaper's Keeper by chelC 2019-04-30T01:03:27Z

Wow, I'm floored by the production values here! I can't believe this was done in a week!

Everything is solid to amazing, with the art design being the major standout. Props to the art team!

In terms of critique, there isn't a whole lot I can give gameplay-wise. It accomplishes what it sets out to do and does it very well. If I had to critique something, it would probably be the feedback from completing an order. The register sound coupled with the character simply disappearing is perhaps the least polished aspect of a remarkably polished product. If you choose to proceed with this design further, I'd recommend having unique sound clips for the patrons when they get their order served, perhaps even a unique animation or a simple starburst to show you completed their order in a visually pleasing way.

Great job, huge props to the team here!

Reaper Bot by nryguy 2019-04-29T22:45:20Z

Interesting concept, though the execution could use some work!

One thing I noticed pretty quickly was how I could simply shoot and spam bombs without worrying about ammo. Once I upgraded enough, I was able to sway my camera back and forth while my machine gun fire decimated the streets. A few extra souls ensured I had decent enough bombs to pick off any stragglers. One way you could balance this is by having limited ammo, forcing players to find ammo pick-ups on the map to continue their killing spree. What usually makes games like this better is how players have to consider limited resources in order to score better.

Good start! If you expand on it, it could become something pretty cool down the line! highscore.jpg

Piggy Bank ! by FlavienRombouts 2019-04-29T23:24:30Z

Very well done! Impressive, professional quality that's made all the more remarkable that it was made in a weekend!

Great game design, too. I appreciate how mechanics are slowly introduced, easing players into the game without needing an overly-long tutorial sequence. The game is quite aesthetically pleasing, which is always a plus!

I have two nitpicks, though. The first is the control scheme: I found it a bit confusing to control the pig using the four main cardinal directions (North, South, East, West) when the game is in isometric perspective. I'd often press the wrong key making the pig go in a direction I didn't intend. This issue could be solved by adding some form of click to move control.

The other nitpick is very minor. I've attached a screenshot showing a minor resolution issue with button placement in the menus. The "Back" and "Reset" buttons go off-screen, which makes it a bit hard to know what they say. Admittedly this is more of a polish issue, but I feel it's still worth reporting. For reference, my computer's resolution is 1680x1050.

resissue.jpg

BetYourLife by JabbaScript 2019-04-29T23:02:13Z

Great, simple concept! Nice to see multiplayer games getting representation!

There isn't too much to critique gameplay-wise since it's so simple and achieves what it set out to do. Instead, I'll give feedback on presentation. I've included a screenshot with this comment. There's some weird stuff happening in the Windows port to text and object placement. It's hard to read the text behind the gun and the bet button. For reference, my computer's resolution is 1680x1050.

resolutionissue.jpg