Fright Night by Grouflon 2015-08-26T01:08:00
This game was great. The art, the execution of the theme, the strategy. All awesome. I had a lot of fun with it.
Foon → Ludum Dare Explorer → Users → superfluous
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 33 | You are the Monster | Sales of a Deathman | jam | 745 | 2.98 | 3.02 | 3.29 | 3.41 | 3.07 | 3.98 | 2.91 | 100 |
This game was great. The art, the execution of the theme, the strategy. All awesome. I had a lot of fun with it.
I was grinning ear-to-ear like a moron and laughing the whole time I was playing this. I certainly enjoyed myself. Nice job.
Game ran slowly for me on my laptop, but the destruction of these buildings was cool! The sense of scale is great and it would have felt awesome to be a first-person monster ruining all of this stuff. It's a neat start that's worth developing into more.
Wow, this was fun. I don't know if there's really much strategy to it (Jamming on spacebar and barely wiggling the mouse got me a score of 4437 on my first try), but it was a blast watching my who-knows-how-many heads eat thousands of little knights.
Good concept. I couldn't get blockades to work, so I felt like I was missing out on part of the game. I still had fun and I'm impressed with this after only 48 hours.
The game was fun and simple, but I didn't see how it connected with the theme.
I like the vibe. It made me feel sad to eat everyone that I presumably liked.
Very possibly my favorite game I've played so far this jam. Great mechanics, interesting opportunity for strategy, amazing spritework, exceptional polish. I would buy an expanded version of this in a heartbeat. Great work.
This looks really neat, but I wasn't able to try it because there wasn't a non-windows version
Haha, we had a similar take on the theme! The art is great and the concept is great.
Spoiler:
I think the remorse in the ending hurts the theming. Too much redemption for the player character. :D Still very well done.
It was somewhat difficult to know where you were going and how to chase the guys effectively, but this was very good at making me feel like a horrifying creature. If this were polished to feel like Amnesia from the grunt's point of view, it could be effective at being a unique type of horror.
This was a lot of fun. I wasn't sure if the axe guys were supposed to damage you? I flew straight into their weapons and didn't seem to take damage.
I like that the end boss was difficult until you realized he just required the opposite strategy from all the other enemies. This would be fun expanded into a full game with more difficulty.
Very cool concept. I'd love to see if it holds up to being a completed game.
I like the concept of this game, but the platforming and collision detection were pretty clunky. I'd find myself getting stuck on invisible objects or having my projectiles stuck to my sprite. That said, I still enjoyed it a lot and saw a lot of potential.
I really like how the ending motivates you to play through again. I like how the player actually has a choice to be a monster or not, and the player isn't punished for whichever way they choose. It allows the game to simultaneously offer two different experiences, kind of like a good stealth game. With a bit more polish, an expanded version of this would make for an enjoyable full game.
This is very fun and very challenging. Creating something this well-crafted in only 48 hours is amazing.
Very fun game. Looks great, very enjoyable mechanics. I would have preferred alerting the scientists to create some sort of tension/danger, and I found myself wishing the tentacles could glorp around corners a little more. But those are such minor nitpicks. This is a phenomenal game, especially for only 48 hrs.
I loved the art style. The monster's design was especially good.
I had a blast with this. My only complaint is that the some of the jumps were frustrating with how floaty the upgraded jump is. But that ending had me grinning like crazy. When I blasted the door to nowhere off of the wall, it was the best. Great job.
The controls didn't really work right for me, and I don't feel empowered enough, but this graphical style/concept is amazing. One of the best looking, best-themed games I've seen in the jam. The tantrum when you die, knocking everyone over is so good.
The milk and cheese dialog was hilarious. I wanted to see the end so badly, but the filling the mold minigame was broken to the point of being uncompleteable and the cutting the cheese was so frustrating/inconsistent that I couldn't bear restarting again.
Very fun. I laughed like a moron when the first guy floated away into the skies. The constant rotating gave me slight motion sickness, and a little too much of the game was rotating around to touch false doors. Overall great game. Voice acting was very good too.
One of my favorite games of the jam. So much fun, and so funny. I love the little bard.
The art was very cute, and I liked the hiding mechanic. I laughed a lot at "#scared". Sometimes I would weirdly warp past spots of the game, and I didn't really understand why. Overall, it was good, and it'd be cool to see this expanded.
Really good, I loved the mechanics. There were some moments once the little guys started moving that were frustrating, because they would move into a position where I had nowhere I could move that wouldn't squish someone. Although I guess that just makes it fit the theme even more!
Haha, the art was very cute. The princess bugging out in the tower is hilarious. I agree with some of the others, I might have enjoyed the gameplay more if I had more control over the arms. With this additional control, I think the game could allow more frenzy with a lot more knights and still be fair
The game was neat, but there were some technical issues: jittery camera, huge hitboxes, and wonky platforming. I liked the visual style and theming though.
I really liked the idea behind this, but I was not good enough at it to get too far into it.
I like so much about this. The visuals are cute, I love the take on the theme, I love the "haha, that's what I was actually doing" moments, and I loved the kid's reaction poses. Nice job. One of my favorites so far.
I liked the idea, but I had a hard time figuring out how to make the missions work. With some refinement, this could be a good "optimize to make numbers get bigger" game.
This is a lot of fun! Trying to quickly figure out how to blow a guy up with his own mortar was satisfying. I think it would have been even more rewarding if the game gave extra bonus points for killing guys with mortars instead of with your "hand". I also appreciate that your jam game was called JAMM.
I really like the take on the theme. The core mechanic of needing to rage to progress but then needing to execute more flawlessly with increased move speed to escape before losing control was cool too. I feel like an expanded version of this with a lot of creative executions of the mechanics would be fun to play.
This game was fun! My only complaint is that the controls weren't very responsive. I found myself falling off of the level or getting stuck on things without feeling like it was my fault.
Wow, I really loved the concept here. If the controls/friction were tweaked just a little, this would be great developed into a complete game. More advanced level designs would be really cool. You could also imagine a level editor being very easy to implement, fun-for-the-player feature. Great job.
The graphics and the music were great. Probably best pixel art I've seen this jam.
The walk speed is too slow, and I had to give up because there just isn't anything obvious left for me to click on and I can't leave. The bartender is gone, and all I have left is a bottle to sip and a jukebox to touch.
The premise seems really cool and the appearance is top notch.
I love the pixel art. A little too easy to cheese your way through with up+right.
The gameplay was fun and I really wanted to like this game, but I could not play all the way through because the bulbous crt visual effect made me nauseous. It also felt like the collision bounds on the holes were too unforgiving for a game controlled with a keyboard. The sprites and little dialog bits were very cute.
I liked the concept and the controls a lot. A little more balance and if it were a bit more obvious the damage you were doing, I'd have stuck with it for a lot longer.