Where's my kingdom?! by Nufflee 2018-08-16T19:42:01Z
Cool concept! I really liked the controls and the general hex concept. As mentioned above, a bit more focus on UX would've made it a lot easier to get into.
Foon → Ludum Dare Explorer → Users → TJ101010
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2022 | 51 | Every 10 seconds | 👥 | Dare to Jam | jam | 212 | 3.87 | 3.81 | 3.79 | 3.87 | 3.90 | 3.96 | 4.13 | 3.76 |
| 2020 | 47 | Stuck in a loop | 👥 | The Jolly Journey of J.J.'s Jelly-Jamventure | jam | 646 | 3.60 | 3.52 | 3.11 | 4.13 | 3.67 | 3.66 | 3.63 | 3.67 |
| 2018 | 42 | Running out of space | 👥 | Quibble Quarrel | jam | 63 | 4.04 | 4.17 | 3.32 | 3.53 | 3.80 | 3.50 | 3.50 | 3.50 |
Cool concept! I really liked the controls and the general hex concept. As mentioned above, a bit more focus on UX would've made it a lot easier to get into.
Very cool game! It fits the theme well. The controls were smooth, and I was glad that the little robot moved satisfyingly quickly - I think a lot of jam games tend to have controls that are too slow.
The one complaint that I have is that it was a bit easy. I never really felt in danger of the timer running out. I'm guessing the box drops are random. You could create some controlled difficulty by scripting them instead of being random. Look at it this way, your jam game will probably be played for 5 minutes at most. It's better to give a highly curated, tuned 5 minutes than leave it to chance.
I think there's a bug where you can double your run speed when moving diagonally, which may have made it a bit easier than intended, too.
Wow, those graphics in the post-jam version look really fun!
My biggest comment is going to be one I've made on several other jam games: Consider creating a scripted experience for your game jam instead of a random one. Most people will only play your game for a few minutes, so make those minutes count! On one of my plays, the goal was in the first room I visited, and in another I simply couldn't find it.
Great submission! I think the biggest thing I would've liked is shorter timers and earlier frantic gameplay. It took a while to escalate, but once it did, it was fun!
Loved the game! The animations were really cute.
Cool concept! I loved the surprise of seeing that truck coming from over the hill.
Some games have really great audio, or impressive graphics, or cool effects. This game showcases really solid design. It's a simple concept which is easy to learn and scales well.
There's a huge amount of good stuff in this game! I really like the graphics style and the game idea. The fall and turn animations are fun.
The levels are designed in a way that slowly and naturally teaches game mechanics, which is something not a lot of game jams succeed in, so be proud of that!
Some little suggestions. I would definitely focus on usability for your next project, I think that's why you're not getting many ratings. Learn how to export a webgl version - it's not hard! The font on the title screen was very hard to read against the background. The sound level was also way too high, with no volume controls. You might want to make it a bit easier to progress quickly - speed up the animations and make replaying levels less of a chore.
Pretty cool idea. I was confused about which structure was built when I pressed X and why, as well as why I was sometimes able to walk through them but sometimes not. The red areas being bad was telegraphed well!
You don't need to build in a tutorial. It's great if you can, but jams really don't need them as long as you explain the controls in an easy to find area. I definitely recommend publishing the controls to your itch.io page so we can know how to play - I was really confused why pressing the enter button on Controls just brought up a pause menu.
The other comments have mostly covered my thoughts. I think one opportunity is to add effects when o2 is low - dimming, blurry sprites, music going off-key.
You've made a great game! The graphics, audio, and font all work really well together.
@watdowtal We considered multiplayer, but decided to do that as a post-jam project if the game was received well. We focused on the single-player experience instead.
@Jamison Good find! I'll fix that if we do a post-jam version.
@sokuaisushi Thank you! Sorry I missed the stream, I was watching on Friday!
@sokuaisushi Also, it looks like you ran into the higher-than-60-fps bug. Sorry about that. Play in 60fps for full movement capabilities. We'll fix it if we make a post-jam version.
I loved the audio, including the voices as you approached crowds and the effect when people got into your personal space. Great job!
Fun concept that meshes with the theme well. Absolutely love the art style. The audio is subtle and welcome - I really like that you didn't try to do too much. Great job including a small tutorial, that's always nice for jam games.
Great game! The visual style is appealing, and it fits the theme well.
I think I ran into a bug. After dying quite a bit on the level where you had to go clockwise around a cube with lasers pointing counterclockwise and moving blocks, I finally beat it. I loaded into an empty level - just the pulsing grid and nothing else. The pause menu is functional.
I spoke too soon - the pause menu came up on background, but when I interact with it it isn't working right. Start Over did nothing, and Settings brought up the settings menu overlayed over the pause menu.
This is a great jam game. Simple concept, easy to learn, well executed. For what it's worth I experienced no lag on the HTML5 version. I got 366 points. It was only after I had played a few times that I realized you could cause solid blocks to delete walls off of empty blocks - cool mechanic!
Great design, sound, and art! The controls and UX were the biggest hurdle for this game, but it's a great game considering the time limit! I'll list a few things that I would do differently, but overall I'm very impressed with it.
Controls - Slow movement speed coupled with awkward jump mechanics make it a bit of a chore to play, particularly in long levels where there's a lot of back and forth. Jump detection was a bit off, particularly on moving platforms and near the edge of platforms.
For UX, I'd start teaching things in smaller bites - only teach 1 new concept per level, and if it's a particularly difficult concept, maybe give it a few levels to sink in. Level 1 could be 'get to the exit'. Level 2 could be 'touching a pill makes platforms disappear', and so on. That might seem tedious, and it might be to the player, but if you up movement speed a bit, that will help.
I was able to find the enemy and kill him, but wasn't able to find the sword.
It took a few tries to understand what was happening, but once I got the concept, it was a really fun game! I'd love to be able to move diagonally. Good job on the audio, it fits the graphics and theme well.
Loved the mechanics. The escalating music was a nice touch!
Wow, that guy is pretty creepy! I was really impressed with the art and audio in general. The gameplay lacked a little in comparison, and may have benefited from some more abilities.
Interesting game! The intro looked and sounded great, but was way too long. Maybe if it was broken up and played in bits between stages?
I like the way the health falls off when you get hit, nice little touch. The simple graphics work well.
No idea why the link doesn't show about half the time. Trying to fix it.
Nice music, and the art style is really good and cohesive!
Great game! Really cool take on the concept and fun execution!
I've never done procedural generation, so I appreciate you bundling the source code! I had no idea it would be so simple.
Nice job on the game! The systems for a bullet hell are all in in some form or another, which is an accomplishment!
I like the mechanic of something malfunctioning every 10 seconds. Fits the theme well and is interesting. I would have liked to maybe have a very short preview, so I have a bit more agency on how to handle it (and a moment of panic as well).