FoonLudum Dare ExplorerUsers → suvi

suvi

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202557DepthsšŸ‘„Lockpicks-11jam464.194.194.062.464.564.083.583.96
202456Tiny CreaturesšŸ‘„Bobby's Beautiful Bugsjam4303.653.601.973.284.284.073.76
202455SummoningšŸ‘„Mycelium Runnerjam1923.963.983.552.664.253.363.59
202354Limited SpacešŸ‘„Quetzals & Laddersjam604.204.124.344.164.463.543.253.95
202353DeliveryšŸ‘„Peggy's Postjam1484.033.463.374.424.624.002.164.11
202250Delay the inevitablešŸ‘„Extreme Plant Sitterjam1573.993.773.944.024.383.833.73
202148Deeper and deeperšŸ‘„Caverns of Mal'Durjam11913.353.143.573.263.072.402.75

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by suvi

LD48 — Deeper and deeper

Rock Monster by Myko 2021-04-28T02:33:48Z

Nice game! I noticed that when using lowercase letter to move in the WebGL build the "a" and "s" work but the "d" key does not work. I was able to play using the capital letters though.

Down Whale by notpjriavs 2021-04-28T02:39:50Z

The evironment art is stunning!

Nostril Navigator by Xenon27 2021-04-28T02:43:58Z

That is one looooong finger!

Caverns of Mal'Dur by suvi 2021-04-27T04:48:21Z

@superpokeunicorn @squirmonkey @teenythanos fixed the WebGL page -- thanks for the feedback!

Caverns of Mal'Dur by suvi 2021-04-27T04:58:42Z

@sirduck fixed the tutorial page scaling -- should work correctly

Caverns of Mal'Dur by suvi 2021-04-27T05:41:50Z

@$162477 @lancival @superpokeunicorn Would not have noticed these issues without your feedback, thanks! I updated the intro screen and tutorial to scale with the screen size. Also, suuuperrr face-palm of a bug -- the turn count should not be negative anymore!

Caverns of Mal'Dur by suvi 2021-05-02T05:51:40Z

@juxipolo The deck is fixed, there is only one "A Way Down" card, so you just got unlucky on your first run. Sometimes it be like that. ĀÆ\\_(惄)_/ĀÆ

Caverns of Mal'Dur by suvi 2021-05-12T23:17:31Z

@shigor Thanks for the review! Not sure where you got "simulation" from. The idea behind the game is to discover synergies that are hinted by the text, spelling out all the interactions would take away from the puzzle/exploration aspect. After a few runs, you should be able to play more strategically. Interestingly enough, "battleground" is the second best card in the deck in terms of possible score.

LD50 — Delay the inevitable

Bomb Shift by klianc09 2022-04-06T02:49:33Z

Initially moved around to quickly to realize that the explosions are telegraphed a turn before. After that I started picking up on the different explosion patterns. Overall, it was short and pretty fun!

Save Gogo by MAT4DOR 2022-04-10T20:04:49Z

**RIP Gogo :pray: **

RIP Gogo.png

Battle of the Alamo by frosty 2022-04-05T07:13:23Z

Overall great job, had a fun time playin, would love to see an expanded version with upgrades!

Bark Park! by Space_man 2022-04-06T01:40:22Z

Neet game! Liked the adaptive sound, but it's a bit jarring when multiple tracks play at the same. Crossfading the tracks could potentially mitigate that, while still maintining the intensity spike. I apprciate that I couldn't get the man stuck behind an obsticle easily. :D

Les Aventures de De Lay L'InƩvitable! by natpat 2022-04-06T02:20:05Z

This is a very funny premise! The game lulled into a false sense of security. I was initially pelting at max strength, but *inevitably* got what I _deserved_ for pelting the masses bagettes!

E P I L O G U E by JLV 2022-04-06T03:46:33Z

Liked the pixel art and the choice to use a synth/pad instrumentation classical music.

Dig Dig Joy by Nyunesu 2022-04-06T03:02:57Z

Found the game to be super engaging and fun, one of my most played games so far! I like the bomb recharge on mine and the lack of control for vertical control as design choices. However, the heavy penalty of a restart for a misplay eventually conditioned me to play more conservatively and sort of strip mine rows, which was more profitable in turms of upgrades, but overall less fun. Will probably do more runs later, great job with the game!

Rising wind Island by ShivArt 2022-04-06T03:37:17Z

Neet idea, liked the design of the island and the characters. Would liked to have seen more variety and options. So far, it seems that I'm in no danger of losing almost no matter what I try, as long as I can gather 10 apples quickly enough. Hope you extend this concept with more units, upgrades and enemies.

Hotel Lazarus by sacredbacon 2022-04-06T02:02:16Z

Love the idea, presentation and the models. This could be because I have a large and wide screen, but I found the camera movement a bit too sensitive to the mouse movements, specially vertically.

Hotel Lazarus by sacredbacon 2022-04-06T02:32:51Z

@sacredbacon I just did a double take when I realized that this is a compo game, super impressive!

Extreme Plant Sitter by suvi 2022-04-05T07:24:38Z

@boclow The "granade" shaped mister needs to be used for the "dry air" warning, and it's our bad for not making that clear. Glad you liked it, thanks for the feedback!

Extreme Plant Sitter by suvi 2022-04-06T17:52:02Z

Hey @adamcyounis, thanks for playing the game on stream, @jkyd and I had blast watching you play! Good point on the difficulty spike, the spray bottles should be introduced gradually, in a level with fewer plants and with a better explanation than "listen to the plants". We didn't leave enough time for proper balancing before submitting, and intend to make the game more replayable post LD given the positive reception so far.

Thanks for the feedback and the appreciation of chaos!

Extreme Plant Sitter by suvi 2022-04-09T23:42:38Z

@jonathan-ray-pollard @spladug @doctor-zeus @adamcyounis @bottled-up-dark-peace @stoffe @boclow @landberglife @vivyhasadream @timofei @nardandas Finally managed to track down and fix the issue causing the sudden difficulty spike, the fix is up on Itch if anyone wants to give it another try. More on that here https://ldjam.com/events/ludum-dare/50/extreme-plant-sitter/$292041 and here https://digitarium.itch.io/extreme-plant-sitter/devlog/367742/fixed-difficulty-spike-issue.

Extreme Plant Sitter by suvi 2022-04-10T19:51:08Z

@jkyd @anaxie-studio All programming no music makes Suvi a dull boy...

Extreme Plant Sitter by suvi 2022-04-10T19:57:48Z

@ildenh I think I will make the report card rearrange the plants to spell **BAD** if possible. Mom has to improve her subliminal messaging. :rofl:

Extreme Plant Sitter by suvi 2022-04-14T03:25:50Z

@amberfall92 The link appears to work for us: https://digitarium.itch.io/extreme-plant-sitter Can you open other itch links?

RIG WRECKENING by WhyNot 2022-04-06T02:42:36Z

Managed to get 10 coins, it's Very fun to jump around on the breakin terrain!

EDM (Extinction Dino Meteor) by PossiblyAxolotl 2022-04-06T01:26:31Z

Nice, I feel bad for the cute little dinosaurs and like the somber music.

darkwalker by BoClow 2022-04-05T07:00:11Z

Fun game, I like the audio immersion and minimalistic visuals!

Bear’s Flower by Shumarie 2022-04-05T06:54:56Z

Love the art and the bear animation, but can't interact with things when I press E.

Mr. Psychologist by Arthemy 2022-04-05T07:29:54Z

Cool idea, love the art and mood.

I Sink Not by eeldam 2022-04-06T01:49:12Z

Love the artstyle, the look of the different components and the way that they mesh together! I would love to see this idea expanded with with a quest-like unlock system that opens up unique components.

Earth's Last Stand by Junklab 2022-04-06T02:25:53Z

Love the look of the game: colour choice, particles and the vignette! The restart button did not show up at the end (when in fullscreen) due to my widescreen monitor, but I was able to get it to show up when exiting fulscreen.

LD53 — Delivery

Supply Heroes by SvenErik 2023-05-19T22:47:32Z

Well done, congrats on completing a mini RTS for Ludum Dare! The pixel art looks great and I think you hit a good balance between detail and readability. I really enjoyed playing, and could see this easily being expanded into a small commercial game. Possibly with scope similar to Death Crown -- where the supply line idea is the main mechanic but there is just a bit more in terms of economy and defence (as well as a campaign that lasts a few hours). I hope you continue working on this!

Peggy's Post by suvi 2023-05-14T15:26:26Z

@digital-bacon Whoops, it looks like I checked the opt-out-of-ratings button instead of the enable-anonymous-comments button -- should be fixed now. As for the postage page, it was torn out by an angry dev, you can check the cost by placing the stamps on the scale.

LD54 — Limited Space

Stingy Seating by stevenjmiller 2023-10-07T22:19:09Z

Well done, this is an impressive set of levels and mechanics for a game jam! I was able to complete 13 levels and am looking forward to figuring out the last two levels at some point later. My only critique is that the puzzles are likely too hard (and ramp up too quickly) for someone who has never played a sokoban game with asymetric movement. I had lots of fun with falling into the the traps and trying to work around them. I actually laughed when I figured out level 9!

windowkill by torcado 2023-10-07T20:22:31Z

Well done! I could see a commercial version of this game doing well on Steam -- It reminds me of games like Snkrx.

Hazel & Hector by cassowary 2023-10-07T05:32:50Z

The animations are cute and the game was fun to play! I liked the pathfinding solution and appreciated that I could do multiple "push" moves in a single path command. I wish I could queue the second hare's move while the first one was part way through the animation (with that queued move hopefully speeding up the running animation). I completed all levels and in the same vain as your comment above, I can see this being a good base to explor sokoban mechanics. The level with the L shaped lake initially made me think it requered using one of the hares as a bridge. XD

Floodwater by John Gabriel 2023-10-07T04:53:51Z

Nice sokoban game! I think you did a fantastic job with the introduction of new mechanics and pacing.

Tiles and Sea by Twotinydice 2023-10-07T19:40:35Z

Fun game! I found the combination of the tile interactions and the limited hand size to be an interesting trade off and generally satifying to play around. However, I think the decision to not display the level bounds in the actual level hurts the player's ability to plan ahead when trying to maximize score.

Function f by Notinatal 2023-10-07T21:57:11Z

Fantastic idea and interpretation of the theme -- I had a fun time with the levels and was able to get all stars! My only critique is that I wish the speed of the dot was constant along the curve of the function, instead of having it depend on the derivative, as moving up a curve felt slow. Well done! Screenshot 2023-10-07 174955.png

Quetzals & Ladders by jkyd 2023-10-04T22:58:05Z

@stevenjmiller Thanks for the bug report, I think I managed to fix it!

Quetzals & Ladders by jkyd 2023-10-20T19:04:46Z

@ftz @tjm @cassowary @ryusui Thanks for the feedback -- the new Post Jam has undo. @knexator Good call on the snake shake -- we also snuck in a fun head bang in the Post Jam build.

SokoSnake by imontheweb 2023-10-07T21:01:11Z

I like this twist on sokoban and was happy to see another snake game. The levels were nice, but I think the mehanic could have been introduced more gradually before even having a level with multiple boxes. SokoSnake (like my game) would have benefited from an undo. With that said I had a very fun time solving the 3 levels -- well done!

LD55 — Summoning

LD55 - Hell Binder by pebkac 2024-04-23T04:06:20Z

I had a good time playing the game and liked the core idea. The upgrade/door/dog/bad guy combination is a good set of starting mechanics for designing, larger levels and puzzles. I noticed that it was possible to stand on the dog, after you get it to run into a wall, and thought that this interaction could also be used for puzzles. I'd love to see an expanded post-jam version.

Devotion - A fairytale by daandruff 2024-04-22T00:07:46Z

The game practically oozes atmosphere and is a great example of a very limited and high polish. I'd love to see this extended into a larger puzzle game.

Kalòmancer by BinarySpark 2024-04-23T06:39:21Z

It's impressive that you were able to pull this off in 3 days. I appreciate the procedural animations during the autobattle – they do a great job of showing what's going on. I also like the art style and I found it to be super consistent and interesting. Generally I had a good time playing through challenges, and experimenting with card modifications/deckbuilding. That being said, because the game obviously borrows heavily from Hearthstone, I found myself expecting things like the mulligan mechanic and more control over the unit order. The card editor was interesting, however I feel that the mana cost increase from changing a single stat was a little too steep.

Fiend-Zone by gord10ahmet 2024-04-22T00:37:16Z

Nice twist on the Vampire Survivor-like games. I love that you mapped the seven deadly sins to the different fiends in terms of mechanics. I was able to beat the game, and I generally enjoyed the mayhem of avoiding the fiends! I found the early game relatively easy as I breezed through the first half of the run, however I felt that the difficulty ramped up really quickly during the latter half. I especially found that the introduction of fiend #6 to be a sharp uptick in difficulty, as running away from it made picking up the few gems (that weren’t eaten yet) especially difficult.

Containment55.bin by Fionnabhair 2024-04-21T23:51:52Z

Interesting premise -- as a programmer I'm fond of terminals and love the monochrome green esthetic. I agree with what others have said above about a programmer's expectations from a linux terminal. I suspect one way to get around this is to make the terminal less linux-like, which would probably curb some of those expectations.

I also got stuck after pushing the 3 exes I found in /locations and /history (soul/eerie/supremeaten) – I was unable to open other directories and ussr.txt (even sudo and su didn’t help). Did I miss something?

Attaching the lore to real history was very cool and compelling, and made me feel like I was exploring an old computer with evidence of a supernatural creature. I’d love to play a post-jam version of this.

Euclid's Elementals by avareii 2024-04-21T23:04:33Z

Geometry is magic, and you too can cast spells by making platonic solids with a ruler and compass – I love this idea!

I’ve had a great time tilting triangles, squares, and hexes. My top score so far is 380, and I haven’t been able to get an octagon to register yet (and not for a lack of trying). I’ll definitely be back to check out the post jam version, and would love to see a more polished and fleshed out version.

From a technical side, I’m impressed that you managed to get this working as tracking all these circles/lines/intersection points looks like a very cursed problem (detecting intersection points, detecting shapes, floating point rounding errors, etc.). I’ve definitely gotten into situations where I’m constructing triangles and squares, but they don’t register as shapes. I wonder if this is a detection bug, or if the game simply does not allow you to re-make the same shapes after they’re used up.

In terms of game design, I like what you’ve done, and could see how this could be extended with attaching more mechanics (walls/turrets/traps) to shapes/symmetries. However, I feel that the game is a little too cognitively taxing to keep up with running away while drawing and attempting to make new shapes.

I like the music and how it captures the clashing element idea, it reminds me of the Rite of Spring. However I did end up turning it off after my first few runs as I found the game to be a little less stressful without it.

Capture the King by ZEN 2024-04-22T06:48:15Z

Interesting idea -- I like the premise of having a limited cost and needing to figure out which pieces are needed in which position (ideally while minimizing cost). However, since the game doesn’t indicate an execution order, it takes away from the player’s ability to plan piece choice/position.

Mycelium Runner by suvi 2024-04-23T01:07:04Z

@magnat That's unfortunate. Is there anything strange about your setup? Which browser are you using?

@oscar-berry Both web and windows? Which browser are you using?

If the problem turns out to be mouse click capture, I can map the button to a keyboard key (maybe space).

Mycelium Runner by suvi 2024-04-23T01:30:55Z

@lisek-gagatek Thanks for the feedback! That's a good point about the droplets. We don't have data to back this up, but I suspect that this sort of economic falling behind is a common root cause for losing a run in a round or two -- since the enemies do get better(health/movement speed/damage) with each round. We tried to mitigate this with the antler (pickup range increase) and humidifier (increase to the droplet lifespan) items, but there's no guarantee that you'll be offered either in an early shop.

We'll definitely experiment with more broken/exotic items being expensive as well as the idea of item tiers/luck for the post Jam version. There's also a very good chance that some of the existing strong items will become much more expensive.

Mycelium Runner by suvi 2024-04-24T19:40:05Z

@Magnat That's so strange, I couldn't replicate this on any of those browsers on my end. Would you be able to post a screenshot of the browser dev console? Have you had this issue with other Unity games?

Sorry for all the questions -- I've been trying to track down a similar (possibly same) bug for a while in one of our other games. I suspect it's an issue with code I reuse accross projects, but I havent figured out the eldritch incantation needed to summon it yet!

Mycelium Runner by suvi 2024-04-25T21:03:38Z

@magnat I think that rules out graphics card issues, as it seems that the webgl context was created (the post processing errors are not relevant as the game doesn't use those features). I also think this rules out a game logic exception as we'd see that logged as an error.

I wonder if this is a caching issue, maybe the browser is holding on to an old resource file or something along those lines. Do you have the same problem if you try to play the game in private browsing/incognito?

Is your browser version outdated by any chance?

Mycelium Runner by suvi 2024-04-26T02:40:12Z

@magnat Yeah I'm interested -- my discord is: _suvius

Necrodancer by PixelatedFalko 2024-04-21T23:11:55Z

All things considered, this is as pretty interesting prototype for 6 hours of work. I'd love to see a see a more complete post-jam version!

No Tea Time for Slimes by HermitGamesmiths 2024-04-23T04:41:10Z

I enjoyed the mechanics and the puzzle design -- I experienced a few nice ah-ha moments when I figured out how to get past a few hidden traps, and when I figured out the rock-spike blocking. In general, I think you did a great job of designing the levels that teach the mechanics (jump height, spike blocking). The game is polished and I particularly enjoyed the eye movement animation of the slime. I unfortunately bounced off at the statue/rock/timing level as I got too frustrated -- I intend to come back and complete the game.

LD56 — Tiny Creatures

Boggling Poker by DarkWolf 2024-10-14T19:39:40Z

I'm a sucker for card games! I love the minimalist card design and the SFX. I somehow managed to get the game stuck in a loop -- I folded, and the two remaining rats at the table seem to be stuck calling back and forth :rofl: CallingLoop.gif

LD57 — Depths

Dirty Little Secrets by winniehell 2025-04-11T03:37:44Z

Nice take on the theme. The upgrade loop felt compelling and I found myself wanting to complete the museum collections.

I discovered some audio stuttering artefacts while playing. Holding down the movement keys makes it worse, and the deeper down I go (longest contract), the worse the stuttering gets. It seems that the stuttering happens when the browser complains about how long the frame took to draw. It could be performance/memory related assuming you are continuously spawning the brown circles that make up the path. If that’s the case, you could probably work around the issue with object pooling and/or with instanced rendering (since the circles are the same exact sprite).

Dirty Little Secrets by winniehell 2025-04-11T20:19:57Z

@sven-schoeling Such is the nature of programming during a game jam! The benefit (in hindsight) is that you usually learn something new :grin:

It’s a bit of a rabbit hole, but instanced rendering is probably the way to go to fix your performance issue. It essentially leverages hardware acceleration (magic) in a graphics card to draw many copies of the same sprite in one pass, instead of doing many individual draws for each unique sprite copy to the graphics card every frame (what happens by default).

I found this video that does a great job of explaining the technique at a high level, and show how to get that working in Godot (I'm not familiar with Godot, but the infromation in the video looks good): https://www.youtube.com/watch?v=DwMoEdAhtYQ

Folder Depth by Zigtalk 2025-04-11T06:03:57Z

Cool take on the theme! I was a bit confused by the ā€œGetting warmerā€ message, but I eventually figured out that it’s just another penalty, and that the penalties grow with each mistake (up to -7). I don’t mind the penalties per se, but I think players in general would find it less punishing if they had lives that they lose when clicking on the wrong folder, instead of having the time reduced directly. I also noticed a small issue: it’s possible to select a file/directory through the error box, which felt a bit unfair.

I think the game is at a great spot to implement some puzzle mechanics (hidden files, shortcuts/symlinks for teleport style navigation, limited search tools). I think it would be interesting to piece together a paper trail of clues about how the file moved around, and use these different clues to figure out the true location of the important file. I love the idea that the file structure is so cursed that people using the machine would leave notes to each other about the whereabouts of important files.

Detector by AlphaBetaSoup 2025-04-11T04:36:36Z

Nice game concept. I had no issues detecting: the approximate position of the metal chunks, or which type of metal was nearby, or if the detected metal was a dud. However, I found it difficult to pinpoint the exact (or close enough) position of the metal with the audio queue alone. It would have been nice to have a way to detect distance, or cross reference multiple readings. Maybe with rendering a small disappearing visual queue at the approximate position of the reading. Alternatively, the volume of the beeps could be loosely mapped to the distance of the detector to the metal – that way one could better estimate the position of the metal chunks.

Detector by AlphaBetaSoup 2025-04-11T19:35:16Z

@alphabetasoup Looking forward to the post-jam update!

Space Whale VeterinarianšŸ³šŸŒ‘ by MEGA Marlon 2025-04-11T02:58:49Z

I had a blast playing and figuring out the game rules. I found the theming and the core loop interesting and engaging. I think the simplicity of the controls lends itself well for a mobile platform -- with replacing D/K with swipe left/swipe right.

It took me a bit of time to realize that you only get the top-of-card resource bonus for the card you don’t pick. I think it would be more intuitive to the player if you swapped the display those top bonuses dynamically. With the swap in place, the player would get both the top and the bottom on each card, plues the cards would be easier to read and quickly evaluate/compare the two choices.

I liked the idea of limiting the number of turns with oxygen, and challenging the player to figure out a way of getting further. However, I found the oxygen cards to be too strong. After buying 2 of them in a row (+2 and +3) I essentially fully broke the run. I will admit that I was a bit upset that I didn’t get to see the score breakdown when I won, as I tried to maximize the score over distance.

All in all, I think this is a really nice starting point for a constrained deckbuilder. I hope you continue working on it, or at least extend the idea a bit for a post jam update! I love to see more content and mechanics, something like: environment hazards, enemies, suit improvement cards, weapon/tool cards..

Space Whale VeterinarianšŸ³šŸŒ‘ by MEGA Marlon 2025-04-11T19:37:46Z

@mega-marlon Looking for forward to the post-jam update! :grin:

Lockpicks-11 by suvi 2025-04-25T06:22:02Z

@mao You and me both! Unfortunately, we ran out of time for the door menu. But, the good news is that it already works in the post jam version, and there are more doors. We'll post the update when they shut off the ratings some time tomorrow. Here's a sneek peek: Doors.png

Departments of Depth Corp. by reivilibre 2025-04-11T08:04:00Z

I genuinely burst out laughing when I got to the managers’ room – funniest game I’ve played this jam! I once worked on this kind of cursed ant hill and the game reminded me, in a hilarious way, why I’ll never make that same mistake again. I had lots of fun exploring the bureaucratic maze you constructed and made sure to beeline for the jitter juice for extra speed. I also really love the funny little details: the department of employee satisfaction and promotions and empty, department of demotion is very overstaffed, omnipresent portraits of big brother *cough* boss, the stack of beds, mini maze leading to the department of efficiency, the existence of the ā€œdepartment of departmentsā€... Great entry!

Metro Solitaire by maneoliz 2025-04-11T19:33:19Z

I’m a sucker for solitaire (even made one for a previous LD), so when I saw your game I had to give it a try. I liked how you squashed down a stack of cards when held – it’s a nice visual queue.

I was hoping to see a rule twist, but it looks like the rule set is the standard 1 turn Klondike. It would've also been nice to have the automatic card stacking animation at the end of the game. I noticed a small issue (most people won’t experience it): the background (I assume 1920x1080) isn’t large enough for my ultra wide screen monitor (3440x1440). So when I fullscreen the game I see vertical bars on the sides that don't match the background color (default Unity camera blue background color in the main menu, and a lighter green color in the main game). background_size.png

That said, I enjoyed the metro card theme. I think you nailed the soundtrack/mood – the light jazz progression/improv was relaxing yet not too distracting, allowing the player to focus on the game. I’d love to see a post-jam update with some extra polish and/or quality of life features.