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Steff Kempink

Category Medals

YearLDThemeGameDivisionCategoryScore
👥 🥇 2017 39 Running out of Power Murder on 39th Street jam Innovation 4.78

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
201739Running out of Power👥Murder on 39th Streetjam124.373.334.784.504.594.312.964.23

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Comments by Steff Kempink

LD39 — Running out of Power

Defend Home: Mars by sgt3v 2017-08-01T19:23:34Z

Really cool. It was neat how you made the gun sounds from drum sounds. The music was super cool too.

I think you could've made your existing art assets shine a lot more if you'd added more layers to them. The muzzle flash is quite rough, but the same asset could've worked out if you'd had created a duplicate and scaled it up really big for 1 or 2 frames, then maybe leave a smaller one for a few frames more. Right now the muzzle flash is medium sized and present for too long. Same goes for the explosions. I get that they are super rough and miss custom textures, but again just by adjusting the way you layer the effect it could've worked a lot better too. Right now the explosion just smudges outward. Try making the scale over time super large at the start (for an instant), then smaller again then bloom out slowly. And again shorten the duration of the initial flash.

Did you also try adding fog? It's a super easy way to add cheap atmosphere. Especially on our dear red planet. For alien planets, a fairly desaturated bright color that's still quite close to the color of the sky usually works quite well. Think how regular atmosphere color appears, but then slightly funky. Don't overdo the effect (generally, general omnipresent fog is one of the few effects you can easily overdo), just add in a small pop. It just takes a couple of button presses.

It's cool how you tried to add the short radio blurbs. It's super rough, but even the presence of a placeholder story is much appreciated over an arena presented without presentation. Your menu animation was also neat. Glad you could sneak that one in in time!

Tesla Defence by Sun-Wukong 2017-08-01T11:04:02Z

I really like what you did with the art. One point of feedback I'd give on the graphics is that all your art is flat shaded and the only thing breaking it is the glow on the lightning. Did you try making it more stylized and it didn't work out, or was your goal actually to push all your art in the direction of the lightning? What would've been really nice for ingame feedback is to also show that the player character would be charging the pylons, but that they're already full. Even intensifying the lightning bar on the pylons while the character would be in range would've probably prevented me from only figuring out that you were supposed to be charging them in my 2nd playthrough.

Temple of Illumination by Johngun 2017-08-01T19:54:51Z

It was really cool how you squeezed so many mechanics in. I really like the unforgiving platforming and loopy mood you have going with the lights and the choir songs. There were a few things that didn't feel completely fair. The spike seem a bit too prone to kill you while you jump alongside pillars they're stuck on top off. In 3rd is the charm, the spikes furthest to the right would even kill me while walljumping 1 tile below me. That same spike returns in Spikey Up on the walls to ruin my life and playthrough (I was playing in the OpenGL build) ;( Also in the first falling level, for the first drop you have to make. If (and when I multiple times) miss the first landing, the spikes on the buttom are multiple blocks down. It would've felt a bit tighter if that spikefloor was moved up a bit, so that after I failed the challenge of reaching safety the game just quickly kills me and I can try again. I'm just mentioning these minor things because the game is really good. It's a jam game and it was actually a fun challenge spanning multiple levels. You even had some fun with the mechanics like in Just Get In There. Highly recommended. Great job! I'm looking forward to seeing the game again with even more polish!

Jeff Long Run by Matoux42 2017-08-01T11:11:31Z

It's pretty cool how you can use the battery charge to guide the player around the obstacle course, instead of just focusing on surviving every obstacle I also have to consider 2 valid options and see which one I like more. Which is of course the one with the most charge. But comparing this game to similar games that don't have pickups, you made the speed even faster. Which sadly takes away the ability to make split second decisions and just makes it about responding. It's fun to have the time pressure, but right now there's only barely enough time to see obstacles enter the screen and not to process it. A minor art suggestion I'd have is to make the pickups brighter. Right now the yellow is super muted and if it would be pushed just a bit towards a golden color I think it would be much more appealing.

Torch Boy by FloBar 2017-08-01T10:51:12Z

You executed on a really nifty concept! I like how you managed to get in important details like screenshake and the slowdown during chargin. It's a shame you couldn't get 1 or 2 more levels in. Did you consider adding a timer in, so then even when you can't finish all the content it can still be a time-attack challenge? I'd love to be able to challenge my team members.

Murder on 39th Street by vadinci 2017-08-01T08:28:48Z

@michaeltwg You can follow the HTML5 link. It works cross-platform on mobile, laptop and desktops.