Foon → Ludum Dare Explorer → Users → StoneMonkeyStudios
| Year | LD | Theme | Game | Division | Overall | ||
|---|---|---|---|---|---|---|---|
| 🥉 | 2012 | 25 | You are the Villain | The Fall of Mr. Wily | jam | 4.09 |
| Year | LD | Theme | Game | Division | Category | Score | ||
|---|---|---|---|---|---|---|---|---|
| 🥉 | 2012 | 25 | You are the Villain | The Fall of Mr. Wily | jam | Fun | 4.02 | |
| 🥉 | 2012 | 25 | You are the Villain | The Fall of Mr. Wily | jam | Humor | 4.25 |
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2016 | 37 | One room | One Womb | jam | 510 | 3.25 | 3.15 | 3.40 | 3.21 | 3.45 | 3.32 | 3.95 | 3.12 | 100 | |
| 2015 | 34 | Two Button Controls / Growing | The Eye of Osiris | jam | 641 | 3.19 | 3.16 | 3.03 | 3.23 | 3.52 | 3.19 | 2.32 | 3.00 | 63 | |
| 2013 | 28 | You Only Get One | Mega Gungineer Chronicles 3: Final Gun! | jam | 162 | 3.33 | 3.30 | 2.59 | 2.10 | 4.10 | 3.51 | 2.48 | 2.93 | 100 | |
| 2012 | 25 | You are the Villain | The Fall of Mr. Wily | jam | 3 | 4.09 | 4.02 | 4.03 | 4.32 | 4.07 | 3.31 | 4.25 | 4.02 | 100 |
Great entry, especially for the 48 hour compo. It can be hard to see how many zombies are selected (they all stack on top of one another). The sprites, animations, and backgrounds are all nice and consistent-- it really adds to the polish.
Solid foundation for a wave-based RTS.
I found myself letting the game sit after finishing playing just to let the music ride out, haha.
The presentation is very nice and pretty polished, but the gameplay is lacking. It would have been nice to have more options than just the one melee attack.
Ridiculously charming sprite art.
I was a little on the fence about continuing a fairly repetitive gameplay experience, but then I blasted back a group of lumberjacks with several swipes and fist of revenge, and was immediately reminded of classic beat'em ups, Battletoads style.
It was like a nostalgiasplosion.
The way the difficulty scales works quite well. It forces the player to use different strategies in order to progress. Nice work!
This game gave me some serious joy. The gameplay was satisfying and the ending was hilarious (especially since the lumberjack looks a little derpy). Great work!
You have a unique concept and well executed puzzle designs. The art style is very well polished, with fun animations and subtle yet distinctive gameplay cues, such as the indicators for where to cut, whether a cut has been made on a tree, and little things like the tree shaking when you bounce off them.
Given that so much of the conceptual groundwork is already present, I'd suspect that with only a few additions, such as more varied and interesting backgrounds, music and sfx, and some sort of slightly more intuitive introduction (I somehow missed it the first time that you could LMB on the cut marks to bounce off), that you could easily expand this game into a commercial product for mobile platforms.
Great work.
The goat texture and story are pretty funny, but the gameplay is somewhat confusing (it is unclear if there are any limits to goat creation).
Great little experience! The silly physics and explosions (who doesn't love 'em?) make for some funny gameplay, all wrapped in an overdramatic narrative wherein a man discovers himself through acceptance, love, heartbreak, betrayal, and forgiveness.
... Or maybe not.
I tried to dynamite the goat. I payed the ultimate price.
Great take on the music-generated bullet hell mashup genre. As previously stated, the Ludum Dare theme is thinly overlayed onto the game when taking the flavor text into consideration, and is actually nonexistent when assessed strictly within the confines of the game.
The music's affect on the gameplay is interesting and challenging, though possibly overly challenging in some cases (with the exception of the bottom-left corner exploit).
Personally, I find that the allure of most bullet hell games comes from finding a tiny path within the dancing wave of bullets, fighting back within tiny pockets of space, and the intensity of narrowly dodging imminent death from the oncoming curtain of fire.
In Fight The Power, because the bullet's movements adhere to the beat of the music, it can be difficult to find a visual pattern in the wave, and as a direct result, it can be difficult to plan an approach or an escape into or from these pockets of space, making the dodging mechanic more frustrating than thrilling or entertaining. If the bullets left some sort of lasting visual cue, or if the music only affected bullet generation and enemy movement, I suspect the player would be able to determine a visual pattern in the bullet's movements, or at least be given time to react (as the bullets themselves aren't moving erratically).
Otherwise, a solid entry, and a game I would be interested in seeing further evolved. Great work.
Excellently crafted visual novel for such a short period of time. There's some well written dialogue and an intriguing atmosphere; it's immediately evident that this is a genre that you and/or your team is comfortable with.
I'll admit, I found myself reaching for the Load function more than I probably should have. Take that as you will.
The gameplay was reminiscent of Solar Jetman, and that game was pretty unforgiving too; fortunately, I don't have to contend with crashing this little pyramid around like I did in Solar Jetman, haha.
The little soldiers remind me of Advance Wars. Orange Star!
The textures/ style were very nice. The physics were a little bit too unforgiving for me (as I would get caught most of the time coming out of the first room), but the concept is fun.
Great entry! Love the art style.
It seems to adhere to the theme and generates some mood, but the anti-climax at the end really kills it (especially after a long buildup).
Highly abstract and strangely condescending.
Interesting visuals.
Needs more spells, but it is a good start! If you expand upon this, I would recommend giving the player more options for spells/ abilities (more creatures to spawn for different mana amounts and possibly some standalone spells).
It feels pretty clean, though it does feel a bit slow. Stealth games are fun (In my opinion, of course) when you have the choice to move fast or slow, depending on the situation.
All in all a solid entry though.
Quite a funny entry, though the shining section seemed to drag on a bit. Also, I initially thought I was Indy in that portion ("Why am I jumping automatically?"). Good fun!
Interesting take on the stealth theme. The collisions and enemy detections can be a bit unforgiving at times; the characters big head will often prevent the player from entering tight corridors, sometimes preventing him from getting away in a timely manner. Additionally, it seems fairly counter-intuitive that a guard will notice you if you attempt to shank him but miss, but you need to be pretty much overlapping the guard in order to successfully shank him.
Other than that, there's potentiality for a solid top-down stealth game.
Fun game! Neat little abilities, and it's great to feel largely unrestricted in their use.
Good work on completing the game! Knowing how far along the course you were was nice, and I liked the aesthetics of the game (though it would have been nice to have the babies/ kittens consistent with the other characters).
The physics seemed a bit off (both for throwing obstacles and jumping); the obstacles did not seem to affect the mob more when thrown harder and the character seemed to get stuck on objects (making the jump seem unresponsive). This made the house section especially difficult since the foreground objects are blocking view of the obstacles that the player needed to jump over.
Good work on the game. The idea is definitely fun, but the restart death penalty can be painful (especially since the player can get caught in a death loop where they cannot fly high enough to go around an obstacle after getting knocked down). The polish in the art and UI is great.
Interesting gameplay!
Your own mistakes will haunt you!
The hand-drawn environments and characters are unique and cohesive. The atmosphere is interestingly brooding; There are times where it feels like I'm playing a Salvador Dali painting.
It is a little deranged.
Somehow moving.
A story for anyone who felt as though they were never good enough.
Fight, Miniman! For everlasting peace!
Entertaining little experience. As mentioned previously, Miniman appears to get stuck the middle row of the level, where he has to jump two blocks over and above him.
If only Megaman could shoot in any direction like Miniman could...
There is a lot of content here, and it gets damn hard. I am really glad that the level skip functionality was put in as it allowed me to see all of the content. The story had an unexpected twist, and the sprites were (for the most part) consistent with one another. As others have noted, there were some visual inconsistencies in the backgrounds and text, but this did not ruin the experience. Nice work!
Great entry. Solid use of recognized games and patterns.
I personally appreciate the fact that you have to "lose" to "win". I believe that it introduces the (possibly uncomfortable) notion that as the villain, this game is not about themselves. These games are about the hero saving the day, and as the antagonist, you're not a part of that victory parade, even when your own actions may have allowed that triumph to occur.
Pretty awesome game.
Told you so.
Simple, but non prohibitive gameplay. It occupies a brainspace that rewards persistence moreso than performance, which makes the game much more approachable to all types of players regardless of skill, but seems to lack in depth as a result.
Once I let the game run for quite a while, the game began to run at an absolute crawl; not sure what the perpetrator was, but it was running at an guesstimated 3 frames per second.
I managed to convert the entire map to Death, but to no result. I suppose persistence is its own reward :P
Realizing that I had the "Den of Crime" theme stuck in my head, I went back to re-check my score for the audio of this game, only to find that I DIDN'T RATE THIS GAME THE FIRST TIME!
Good thing I checked.
Ahem... Anyway. Sporting janky-yet-charmingly crude graphics, a catchy soundtrack, tons of lines of silly and humorous dialogue, Illegal Crime Game remains one of the more memorably entertaining LD entries. The funky-brass music, the seemingly 90's-esque atmosphere, and odd characters are reminiscent of Earthbound, a comparison that itself is worthy of note.
Though I suspect it's unintended, I found it funny that you could clip into the jail with the rest of the criminals from right above the trash can in the Cop station. I guess crime is as crime does, haha.
Incredible polish and simple-yet-fun gameplay.
Surprisingly fun for a bite-sized experience. I actually discovered how to make obsidian before the game officially introduced it, which made the elemental interactions an entertaining discovery.
It's a little confusing at first to understand how the game operates; I didn't understand why the elements were jiggling around like that at first, haha.
Little touches, like being able to eliminate the elements on the main screen, and the particle effect on the goat generation, are charming and awesome.
It's actually kind of interesting that the main character is so big and the people are so small; It seems tempting as a player (especially as a long time gamer) to try and eat every little green human while avoiding every little red one, but in this case, it actually seems more advantageous to simply eyeball whether or not a group of people are constituted primarily of greens and attack those groups, and otherwise move on and jump over groups of humans that contain more bad than good.
There is kind of a funny bug wherein if you "superjump", then immediately turn left, you will superjump to the left and all the people on the screen will slide to the left side of the screen. It isn't gamebreaking, but it was kind of entertaining to think contextualize the bug as if I'd jumped so fast, I'd create a gust of wind that pulled in all the bystanders, haha.
The idea is there, but with the small amount of exposition and few screens it didn't have time to develop.
http://www.channelate.com/2012/02/13/lifes-a-dream/
Meta. Haha...
Art is beautiful, and the audio is great! There were definitely a few frustrating gameplay quirks though. The wall stick/jump was really annoying, especially on the stairs. The hitbox on the fireballs for the king were way off. Otherwise, great entry!
Can't download. Open the site, click download, and nothing happens.
I have no idea what just happened, but I'm laughing right now, so you're marked high on humor and audio for sure ^.^
I love the visual style, and the mood was excellent, but the controls were a bit loose. The mouse sensitivity felt too high and the player movement was a bit too inexact. Otherwise a solid entry :)
Thanks Bsowers! The artists will be pleased to hear that ^.^
No health bar! Wanted to do a radial bar and a dash cooldown timer, but ran out of time! Very sad, I know!
Thank's for playing folks!
Haha, sorry avi! There wasn't much time for perf tuning. The post compo version fixes a bit of that, but it can still get crazy lol
Hey BitOwl! Sorry, missed zipping those up! I've uploaded a new linux zip, so hopefully it should work now!
@Jimmy - It is procedural, and the world does wrap. I don't recall if new objects are generated on wrap or only at start (as Jon did that code). There was not much time for balancing unfortunately, but if we keep going with this as a post LD game, that will be addressed :)
@x70x - Sorry to confuse you! We ran out of time to get that in the jam version. It's in the post compo web version that's linked above though! :)
Game didn't run - error on kong reads:
(null):[There was a problem binding to the shared object data from FIxSave.]
Great mood! As with others, not sure if there's much to do besides wander, but it's got a good feel :)
Wouldn't even open (or opened, then immediately crashed) on Windows 7 64. Can't rate, sorry!
Awesome concept, music was great, game was fun, but the camera movement could use some work, and there were frequent crashes which made it difficult to get too far. There was also some trouble with goblins walking through walls (in level 4, which was the furthest I got with crashes).
Still rated highly!
I have no idea what's supposed to be happening here. I moved the characters around, tried hitting the grave key to suicide, even tried waiting an inordinately long time, but I couldn't get anything to happen.
Well, you're probably sick of hearing this, but it's very difficult to properly control the minions.
That being said: It's very unique, the mood is great, the audio fits, and the graphics are very clean. Overall, pretty solid :)
I love the idea, very funny! I'd have to agree, though, that the invisible walls caused a world of trouble (especially since I could not retrieve axes after a poor throw). I also sometimes couldn't tell if I hit the catapult or not, and the only way to find out was to put the keg in danger.
I think with a few small fixes, it'd be much more fun :)
Pretty decent game. Definitely could have used audio, and that boss was way to difficult I think. Otherwise, solid entry :)
I dig it! Good use of the theme, a nice aesthetic, soothing music, all around enjoyable!
The first level was a bit difficult off the bat, though.
And I think I found a bug there as well. If you walk straight forward, over the elevator on the bottom, and move past it to the ground on the other side, you can no longer drop the heart.
Cheers!
Short, but very well put together! Good entry!
P.s. 294 :)
I love the idea, and the execution is quite good, though I had a few gripes that are worth mentioning. I HATE the wait at the entrance for him to lift the gate. It makes dying annoying. I wouldn't mind dying if I didn't have that pause. I know it's not much, but it's very frustrating.
There was also some wonkyness with dead players (occasionally one wouldn't be where it was last time, forcing me to sacrifice myself, only for that corpse to return the next run).
Really, though, these are pretty minor gripes. All in all, excellent entry!
I tried a few times, but I honestly have no idea what was going on and what I was supposed to be doing.
Clever and decently fun, but I'd definitely speed up the character a little. It was just so painful how slow he walked.
I'd also echo a few other folks and say that it felt a bit strange to go back to the main menu after the first lock.
I may have broken it by giving my heart to myself. When it asked for my handle, I was all like "Hmm, maybe this is so that whoever gets my heart can know of my sacrifice." (In this scenario, I guess I thought that the heart would go to someone at random haha.
Nice use of the theme, though!
I love the mood, the music, and the visuals, but I had trouble with the character controls, especially on ramps. The character was pretty tough to control. I'll agree that the theme was a bit loose, but overall, I think this was a great entry!
Addictive, funny, very clean graphics, audio that fits. The only thing that's not quite spot on here is theme. I'm not quite sure how this fits the theme haha. It was also a bit unclear as to the rules. What causes a chicken to get bigger vs changing color? I beat it, but I'm not entirely sure how haha.
I liked it, but (as others have mentioned) I'd love to have a reset button or something so I can skip dialogue :)
Aaaaand I just found it in the menu. Nevermind! Haha
I really wish there was more. This was awesome.
Quite funny, but very difficult to win. I could just be terrible at it though. Solid entry! :)
Well, that was absolutely delightful.
mmphbmergller mugphgblerganer!
Was having fun with it, but then I pressed and held space for a bit too long (4-5 seconds... it was overrun with enemies by that point anyway haha), and it locked up my computer. Might be worth looking into lol.
Otherwise, a fun game :)
Playing on Windows 7 - The game flickered in fullscreen, and I'm not sure if there's a way to make it windowed. I've had this problem with other games, but I figured I'd see if there's a way to make it windowed.
I LOVE the arm flailing animation. So funny. I also like that you can jump in air.
It would have been nice if moving platforms carried you though, that made it a bit too difficult!
The actual battle minigame was pretty tough and without much nuance, but I loved the mood. Top notch feel, for sure.
Yeah, in the end all I (Ryan) had time for was a short passive bonus. A lot of time went into ancillary things and some of the gameplay ideas wound up a bit short heh.
Honestly, I didn't even have time to test the whole thing properly, so I was pleased it worked at all ^.^
We had run, strafe, backpedal anims all working, but I didn't have the time to do the math to account for the physical direction you were pointing. If you face north it's all working nicely with blends and whatnot.
And right click only works once you kill the fire general. (If you did, then I have no idea why not haha)
We had run, strafe, backpedal anims all working, but I didn't have the time to do the math to account for the physical direction you were pointing. If you face north it's all working nicely with blends and whatnot.
Actually not an oversight at all . Originally block was right click (which felt good), but we decided to have the attacks on the mouse for quick access. Of course, when the fireball was put in in the last hour, I remembered the cool down, but by then I had other things to wrap up anyway :p
As for easiness, just didn't have time for any balancing :p (nor time to actually make the tentacles to damage haha)
Oh yeah, right there, forgot to change the text haha. Sorry about that!
Actually not an oversight at all . Originally block was right click (which felt good), but we decided to have the attacks on the mouse for quick access. Of course, when the fireball was put in in the last hour, I remembered the cool down, but by then I had other things to wrap up anyway :p
Had the same problem as Tselmek. Tried Jam win64, win64, and win32, all three are reporting an empty archive on Windows 10.
Definitely impressive for the time, but I'll echo that two button controls were a bad idea here.
Was king of confused at the end (well, I think it was the end-- all the colonists died eventually, but it kept on going afterward). Could use some failure notification if you let the colonists die/ a maybe a leaderboard (if you end up polishing it more).
Really good concept (which happens to also fit the theme really well). Definitely worth working on post-jam and refining.
Controls well. Screen shake upon explosion is nice-- would have liked some really light impact sounds when your bullets collide with the enemies. Nice work!
I enjoyed this for some weird reason. GOTTA MAKE THE NUMBERS BIGGER! Liked the music (though having it looping would be good). There was an art bug with one of the rugs (looked like the alpha was messed up for one of them/ UVs). Strangely addictive, but needs some gameplay changes to increase difficulty/ keep people playing.
Funny, and just a bit dark. I like it ;)
I loved it, hig marks on all, but I really wish it was one stick only, turn in the direction you're moving. The two stick setup feels really clunky and uneccessary :/
Bleak, as others have said, but I like that :). Dark humor without saying a word.
Welcome to the party, we're glad you're here! It's a noble effort for how New you are to Unity! Keep up the learning, hope to see you in the next one!
Beautiful! Absolutely beautiful and the music was great. I'm not sure if the creatures were synced to the best or not, but it was hard to get a good rhythm.
Only other minor complaint is that it was a bit hard to tell exactly when I was supposed to hit the buttons. It seemed like I should press them right as the creature crosses the button on the ground, but that was frequently a little bit late.
Great entry though overall, high marks!
Very pretty, and a unique take on Escape the Room type games
High marks on graphics and mood especially! Loved the storytelling :)
To the people having issues with control, may I ask if you're using Keyboard or Joystick? The controls are most polished with a 360 controller.
Yeah man, we build it for gamepad, and it plays great there. We just really hope people aren't rating four fun on keyboard play :/.
Also, the kids have to learn sometime, why not now?! :)
Haha, thank you for at least specifying that you did play with controller! Glad you enjoyed it, also glad you were disgusted :p
We did consider checkpoints right away on Friday, but decided not to put them in, because it's damn hard to be that one sperm to win ;). Keep at it, maybe you'all get it :p. Or maybe we'll add checkpoints for the full release ;)
Got 'em :P. Some thoughts: the game aspect of it could be improved. Right now it seems like you randomly select objects and hope for a fairy, but it might be nice to have some rhyme or reason to it (some sort of visual cues?). Fits the theme well. Art is great.
It was not really clear how the responses related to the crowd response (whether it was combinations of the consecutive selections, position on the slider, or something else). Could have used some other audio as well, maybe some fake talking (like the peanuts parents) for the joke and different laugh tracks based on performance.
Really liked this game-- great work. The sounds, though simplistic, worked well enough, but it would be nice to get some other background audio going. As for the gameplay: it isn't extraordinarily complex, but it is still fun with the mechanics as they are.
Nice work on the puzzler. Some sound effects and music would go a long way for polish (even simple noises for the letter clicks, word success, failure).
So this is what coding on acid looks like :P. Good game. It was a little too challenging for me once the screen effects got really intense, but I liked that aspect of it. At first I thought renderer was bugging out. Some of the animations and transitions could use polish. Really enjoyed the music.
Concept works out pretty well, though some of the execution could be a little better (some visual feedback for when you are dragging items over the buy/sell window, for example). Overall nice work!
Great space controls. Love the art and lighting. VO was great. Overall really nice work-- could definitely see this idea being expanded with more levels (adding obstacles, enemies, constraints like limited time, etc).
Really great work. Controls work fine, tutorial is really nice (and relatively rare in LD games). Some nits to pick (if given more time to polish): could use BG music, maybe more consistent UI (some pixelated text/ buy buttons), and gameplay changes to make it more difficult (and rewarding) to build up the town.
Solid entry! I like the humor, and the graphics were very nice!
Unfortunately, the speed was very off. I tap a or d and he spins violently, and w or s, he propels clear offscreen :(. Windows version, on Win 10. Pretty amusing concept at least!
Nice work on the game (though I did not do terribly well :P). Some background music and different sound effects would go a long way, though I suppose the lack of background music highlights the loneliness of such a living situation.
Controls are great, upgrade system is neat. Lots of variety in the obstacles/ areas to clean. Great work all around!