FoonLudum Dare ExplorerUsers → taco360

taco360

Games

YearLDThemeGameDivisionRankOvFuInThGrAuMo
201944Your life is currencySoul Slicerjam3.833.662.333.663.833.004.33
201843Sacrifices must be madeTimestepjam4.004.094.004.094.09

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

Mood vs Overall

Comments by taco360

LD43 — Sacrifices must be made

Well-Hidden Genie by AidanMarkham 2018-12-04T18:35:22Z

This game was hilariously good fun.

-Cute graphics style, the cell shading looks great.

-I'm surprised how much fun I had playing this considering all you do is throw items into a well.

-The goofy controls work WELL. *cough*

-The humor and puns were amazing. The character's face is just perfection.

This is definitely my favorite entry to this jam I've played so far.

Slime Girls by nervous-composers 2018-12-17T16:37:53Z

Very interesting concept for a game. Impressive spritework for a Ludum Dare project.

-Sacrifice mechanic was quite unique, not mind-blowing or anything, but the atmosphere really helped make it stand out.

-The introduction of the mechanic is done very well. I like how it lets you figure out how the game works, giving you that "aha" moment once you finally trigger that switch.

-Some of the ways that you have to use the sacrifice mechanic are really clever. Having to figure out that you have to get hit by a projectile to trigger a switch was a cool puzzle.

-Another neat use of the mechanic was dying to open up shortcuts for your next attempt.

-As I said before, the artwork is really good. I'm impressed that this amount of detail didn't take more than 3 days.

-One thing I did notice was that the collision was a bit wonky. Sometimes I would just walk into the hitbox of some grinders that were actually below me, and other times I would land on solid ground and still touch the hitbox of some grinders that are behind me.

Overall a really cool game, especially in terms of puzzle design. Great job!

A flight to the gallows by thomas-olsson 2018-12-08T04:41:18Z

I had a blast playing this one

-Incredibly innovative mechanics. I've never seen a game like this before, and that's something to be very proud of nowadays.

-Very interesting world and characters. The solemn cliffs and caves really set the mood for this game.

-Combat is a real challenge, but shooting your own balloon is more annoying than interesting.

-Beautiful graphics with great sound design. The fact that the art alone didn't take up the entire time allotted is crazy.

Overall a fantastic concept, this could totally be turned into a full game. However, there are a couple of problems with the game that I thought I'd mention.

For one, during some sections the game expects you to have ammo (sometimes during non-combat areas), when I didn't have any. I had to tank a lot of damage from wood planks and such during a few levels because I just plain didn't have any left over from the previous level.

Also, collision is very wonky. I actually couldn't finish the game because after I made it past the final area I couldn't land where the arrows pointed, resulting me crashing through the floor and bursting my balloon. Like heck I'm doing that final challenge again.

Sacrifice the Cubes by Brozon 2018-12-04T04:29:00Z

I wanted to give more in-depth feedback, but there really isn't much to talk about here. The idea isn't incredibly unique, but I was willing to give it a fair shot.

-It's kinda fun for a bit.

-It fits the theme, but the idea isn't very creative.

-The game is incredibly buggy. I was constantly glitching through stuff. Checkpoints sometimes just didn't work. I'm not sure if the ending was supposed to just be falling into an infinite abyss, but that happened.

-I don't have a problem with simple graphics, but I do have a problem with textures being so similar (and lighting being so weird) that occasionally I couldn't even tell where I was.

Overall it's not TERRIBLE, but it really needs a lot more polish.

Potty Panic by Ryan Brenner 2018-12-05T23:03:35Z

Really fun and creative. The art style was cute, the mechanics worked perfectly, and the difficulty was on-point. My only real complaint is that the screen shake near the end was a BIT much, it's hard to tell what's going on after a certain point.

Timestep by taco360 2018-12-07T05:04:45Z

@triplefox Hey, thanks for the feedback! Yeah, I probably should have considered laptop users when designing the controls, I'll be sure to implement a keybinding for the axe next patch.

Also, I used a Unity package called Cinemachine for the camera movement, so the map zoom was actually really easy to add when I realized that it was difficult to tell where you are in the default zoom.

EDIT: I pushed out a new update that adds the spacebar as an alternate keybinding for the axe.

Timestep by taco360 2018-12-12T00:56:56Z

@thob Thanks for checking this out! I agree that the environment needs a bit of work, if I were to revisit this concept some more diversity in the world would be great.

@bastilo Again, thanks for giving this a try! I have to agree with thob though, taking away the time "resource" would kinda defeat the whole "sacrifice" ideology. However, more survival-ish mechanics would improve the game by quite a bit. That was actually the original idea, but I didn't have enough time to do that so I went with more of a puzzle / adventure type game.

SACRIFEATURE by Thob 2018-12-11T01:09:05Z

Hey, this is pretty good, but there are some VERY strange design decisions here.

-First of all, Art and Sound should NOT be things that you have to put a feature slot into, regardless of the theme. The game looks really pretty when it's selected, but I only get three points and I'm not gonna waste one on the looks or sounds.

-Second, the controls. Why Q instead of A? It's really uncomfortable.

-Also, the game is still fairly buggy. Things like the Art unlockable would stick from the previous game, regardless of whether or not I actually enabled it. If this is intentional then ignore my first comment about the art and sound selections, but if that's the case then the game should be much more clear about this.

But other than those complaints, it's quite fun for a bit.

-The game looks and sounds great (if you actually put slot points into those features, which isn't worth it). The animations are really great and stylized.

-The sacrifice mechanic (besides the art-and-sound thing) is pretty cool, even though you can just do ammo+health+movement and then camp in a corner, destroying the entire point of the system.

-The movement is smooth, and the gun controls work well (enemy AI could use some work though, it's very easy to manipulate)

Sorry if I come across as pretty negative, as I enjoyed playing this one. It needs a bit of work, but the concept is good.

LD44 — Your life is currency

Dusty by jvolonte 2019-05-01T03:00:08Z

The basic mechanics here are really good. The movement feels great, weapons seem balanced. Graphics are cute and simple, sound is fine. But everything else just feels meh. Levels are far too big, which wouldn't be a problem if they weren't so samey. Humor misses the mark a little bit imo.

Also, I literally couldn't find any listing of the controls anywhere. I couldn't even figure out how to sacrifice health using those token things (you know, the THEME MECHANIC), because the game never told me how it works or what buttons to press.

But while I do have mixed feelings on this one, for being made in 72 hours, it's not bad.

Dusty by jvolonte 2019-05-01T15:11:08Z

@dasPanjo - Hmm, I must have ran into a bug or something, as I couldn't click either of the options. Will probably give this one another go later, as I didn't make it too far.

Soul Slicer by taco360 2019-04-30T19:39:37Z

@noobexception Hey, thanks for the feedback! But about the difficulty, I think you may be playing a bit too aggressive. It's not that difficult to beat the game without being hit at all, you just need to be careful, know enemy locations, and keep your distance. You'll want to use your ranged attack to hit enemies while they're away, and your melee attack to push them back when they get too close.

Also, yeah, being able to avoid fights is intentional.