Blomst 🌻 by Ava Skoog 2017-04-30T23:52:29Z
One of the best games I've played in this jam so far. Very relaxing game, and incredibly polished (I haven't encountered *any* bugs). I genuinely can't find much of anything to criticise. Well done!
Foon → Ludum Dare Explorer → Users → Stoemason
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 48 | Deeper and deeper | MoleHill | unfinished | ||||||||||
| 2017 | 38 | A Small World | Arrows in Orbit | jam | 362 | 3.40 | 3.27 | 3.36 | 3.77 | 3.00 | 2.90 | 2.26 | 2.58 |
One of the best games I've played in this jam so far. Very relaxing game, and incredibly polished (I haven't encountered *any* bugs). I genuinely can't find much of anything to criticise. Well done!
Really cool take on the theme. Simple concept, yet quite challenging.
BTW if you plan on working on this further, I think this game could do really well on mobile platforms.
Camera and movement can be a little temperamental. I didn't finish it since I got stuck, so I'm not sure if there's an ending? I'll try it again tomorrow though, because I quite liked it so far. Playing as a child who's scared of the dark brings back memories :D
I'm not a terribly good reviewer, so I'm sticking with commenting on the good games. (Notice how I'm commenting here?)
Gameplay is very simple but fun, since it controls very well. The controlling-limbs-with-your-mouse mechanic has been used in a few games to varying degrees of success, and it's implemented really nicely here.
The somewhat wacky art fits the overall humour, and the presentation in general is cohesive. The music is a bit repetitive, but not annoyingly so, all things considered.
Overall, I think this game is hilarious, and a great entry into the compo.
I agree with everyone here who's saying that this is a beautiful game marred a bit by clunky controls.
Also, after I "died", I think I broke the camera angle? It only happened once, but it changed to somewhat of a top-down camera, so I couldn't see where I was going.
Though other than those technical issues, the art design is mighty impressive, and if you do a polished post-LD version, I'd love to play it :)
I could see me playing a "full" version of this on my phone. Tamagotchi crossed with resource management, great idea and very well executed with cute art and fitting sound design. I like that you have to experiment to find out about the different needs and abilities of your pixlets. All in all, one of the best executed games I've seen on here, though the gameplay itself is probably not for everyone.
Really well done. Controls are tight and intuitive, the gravity mechanic is fun, and the art is hilariously adorable. Overall very polished.
Decent game that fits the theme very well.
Really good low poly art. I had a few slowdowns though (there seemed to be a bit of input lag as well - might be on my end though). It would also be nice if the camera stayed on the player when you go to the north/south pole, but that's a minor thing that might have been intended that way.
Also, the music stopped playing at one point, and then later tried to start again, but only playing a few notes at a time.
Minor niggles for a game that, IMO, is quite well made, but lacks polish.
The visuals are fantastic. There's a decent base for good gameplay here, though I think having to control everything with the command line can get overwhelming once you have a few more drones - maybe the ability to write scripts to automate your drones could be a fun mechanic?
All in all, good prototype you could probably base a great game on.
Love the art style, and I'm a sucker for point & click adventures. Though I have to agree with everyone here that the low resolution backgrounds are a bit distracting. There's also some flickering at some points where the game seems to be unsure if you're behind or in front of an asset. Have you considered Wintermute Engine instead of Unity? It might be a better choice for a game like this.
I did enjoy the game though, despite these technical issues.
Well, there it is, the first platformer I've ever played that would actually be *easier* on a touchscreen. Really quite cool, but frustratingly hard. Though I'm bad at platformers in general anyway, so playing one with controls that are hard to use on purpose is quite the challenge.
Cool idea to only have indirect combat. It's quite hard, though unfortunately also because of the mouse controls - if the mouse leaves the frame, you lose control. Maybe locking the cursor, or better, keyboard controls would alleviate this. You also die *very* quickly. With those fixes, and a bit of enemy and level variety, this could be a fun and challenging browser game :)
Fun little game. It gave my clicking finger a good workout :D
Can't really find a lot to criticise... the bullets could be a different colour (it's maybe a bit too similar to the colour of the beach) For the movement, I think it would be better if you could have the player follow the mouse while you're right clicking - that would make the movement feel a bit more fluid.
Other than that, I really liked the shrinking island mechanic, and the difficulty progression is very good. Will give this one a good rating on gameplay!
Nice. I'd, no joke, love an actual gameboy version of this :D
Great concept for a platformer. I agree with the people above who've mentioned that the wall jumping would be better if you could use it to climb the wall you're on - think meat boy. Other than that, it plays really well, and visuals and sound design fit well together.
Do you intend to further develop it down the line? The world changing mechanic is quite unique, and with some tweaks (see @richard-michael-smith's comment), you could base a really cool game on it.
It seems we have different takes on a similar idea :D
Really fun game. Sound's great, visuals are great, controls are tight - shame about the camera though, it really does get a bit disorienting.
When I saw you play this on twitch, I was too tired to pay much attention (sorry, it was 4 in the morning :D), but now that I've actually tried it myself, I have to say, this is actually a really fun game. It's quite hard though (I managed to lose the tutorial), but other than that, the gameplay's fun, and I haven't encountered any bugs.
It reminds me a bit of Sim Ant, a game that's in dire need of a modern interpretation. If you decide to make it into a full game, keep me posted.
Thanks all of you for the kind feedback. :)
@firewill Yeah, I did *not* put enough time into the camera. It'll probably be the first thing I'll look into improving in a post-LD version, before adding features (and I'll certainly keep your suggestions in mind).
@drazil100 Thanks again for playing it on stream :) You deserve more viewers, I loved the fact that you gave genuinely constructive criticism.
@jk5000 It is a nice world, isn't it. I'll certainly stick around.
Thanks everyone.
The aiming/camera control is a priority for the post-LD version, as is the wave progression.
@togis Thanks again for playing. I noticed a lot of great LD games because of your streams (and @drazil100's), you're doing a lot for the community!
@pschichtel >I’d love this as a multiplayer game!
Me too. Local multiplayer is planned, once I've cleaned up my code for the post-LD version. Online multiplayer is something I'm considering as well, though I've never made a publicly available online game.
@knightowl >I hope you don’t mind the laundry list, this game is fun overall.
I don't mind at all, this is exactly the kind of criticism I'm looking for. Thanks a lot :)
Nice idle game with a bit of strategy involved, considering where you place everything actually matters. The controls could use some work. As you've said, it's because of how Unity handles physics - but you really don't have to use Unity's physics for this.
Certainly has potential, if you build on this idea you could probably expand it and put it on Kongregate and similar sites.
@twistashio Apart from the mouse issue, the main menu does not scale (buttons are off screen).
Made it to 8 minutes, 63 transported passengers. Fluid, quite well designed, and challenging gameplay. Nice voxel style, though after a while I really wished I could turn off the music (no offense, it just got a bit repetitive).
All in all, I really enjoyed it. Any plans to expand on it in the future?