Foon → Ludum Dare Explorer → Users → Tkap1
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | Signal Slasher | jam | 546 | 3.41 | 3.34 | 3.34 | 3.34 | 3.44 | 3.21 | 2.54 | 3.38 | |
| 2025 | 58 | Collector | Collectorio | jam | 452 | 3.44 | 3.88 | 2.82 | 3.79 | 3.50 | 3.43 | 2.31 | 3.58 | |
| 2025 | 57 | Depths | Ball Pit | jam | 584 | 3.34 | 3.28 | 2.94 | 3.68 | 2.94 | 2.60 | 2.18 | 2.68 | |
| 2024 | 56 | Tiny Creatures | Hive Havoc | jam | 294 | 3.80 | 3.97 | 3.34 | 3.90 | 3.48 | 2.93 | 2.33 | 3.19 | |
| 2023 | 54 | Limited Space | DigHard | compo | 278 | 3.22 | 3.50 | 3.08 | 3.02 | 2.60 | 2.60 | 2.19 | 2.80 |
Nice sound and particles
Not my kind of game, but it sounds good, looks good, and fits the theme
Banger! Undo feature would be veeeeery nice
R to restart would be nice. Also going to the previous level after failing is a little bit rough for a jam I would say
The slow vertical speed when going fast feels bad. Reaching the destination takes too long. A way to kill the slimes would be nice, it seems like you eventually just get destroyed. Game is too hard.
Interesting concept, sadly my headphones suck, so I couldn't really distinguish where things were
Diagonal movement would be nice. Also faster dash charging
Amazing visuals and sound! (Dad is popping off)
Some way to skip/speed over the enemy turns would be nice
Escape should close inventory! Also gay coffee
127.png Very fun to speedrun!
Feels very high quality
A little bit too RNG heavy towards the end
My top score: 12000 The controls felt a little bit weird, movement is too slippery for my taste
Spread sound feels good
Kinda fun, it would be nice if the 2 types of explosives you buy showed their range before you use them!
Pretty fun. The level with 7 blocks to clear was way too hard compared to everything else
My brain is too small to handle all of these controls at once
The mechanic was fun at the start, but it got old pretty quickly. Maybe cutting down on the number of levels and introducing some of the different mechanics earlier on would be a good idea
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Very high quality game. I think the main mechanic (left click) could use some "good feel" work. I found it to be too slow
Felt a bit finnicky, but it was fun
I was enjoying the progression, shame it ended! More levels would have been nice.
Maybe moving after the attack animation has started should result in lower movement speed instead of canceling the attack. Perhaps that would feel better.
Awesome game. A little too slow in the beginning.
Nice game. A bit too easy for my taste
Jump should be on space, not up. It is hard to judge when a fall with insta kill you as opposed to doing nothing.
The mood was indeed nice. Movement speed is too slow, I got bored and didn't finish it
Nice game! I think camera should be smoothed out a little, the movement feels too crazy. Also my FPS get very low when there is a lot of fire. I think gravity should be a little higher.
Controls feel very good. Smooth. I hate the font deleteme.png
The shooting felt really satisfying. I wish I needed to use it more instead of being careful to not shoot humans!
There should be a way to fall faster OR the game should start harder. As it is, the beginning is boring because it's too easy, so you're just waiting until 200 or so for when it gets interesting. Then you die and have to go through the boring part again
Nice! My record was 19 diamonds
I forgot the image! deleteme.png
Banger alert! My favorite game so far. Probably too hard for a jam, but I really enjoyed it. Is this world record? :) deleteme.png
The game needed one of these 3: - Keybinds for selecting rails (1 through 5) - A key to rotate rails - Dragging the mouse automatically figures out the proper path
Placing rails was way too annoying, it took way more time than actually figuring out what to do
I feel like it is too hard/random to get good upgrades (I only ever saw heal, +movement speed, slow), so 99% of my gameplay was just the default
I think there should have been some ways for the player to be get more efficient at collecting the resources. I feel like no matter how good I am, it's always going to take quite a bit to earn 5000
I think the feet should come down slower. It feels very random whether you get hit or not. Maybe add speed boosts or something, the gameplay is very repetitive from the start
These references are out of control!
I fell off the map with no(?) way to restart, so I lost my progress!
Very good game!
I think there was too much clicking for my boomer hands, maybe a skill tree upgrade for auto click?
I would have been nice to have an ending, even if it's just getting some special node in the skill tree
Interesting concept.
Some upgrades (tomb regen, soul value, width, speed) felt like they did nothing. I did beat it but only because enemies on the left paths got stuck.
Also the winning screen popped up just as I was clicking somewhere, so I missed it. Thankfully I was streaming so I could watch the vod.
Very creative
@beebster-games The engine is something I made for some jam maybe 2 years ago. After that, I've been copy pasting the previous jam game, deleting the gameplay code, and making a new game for whatever jam I'm participating in, adding new engine features as necessary.
There is nothing special you have to do to get SDL and emscripten working together. You can look at my build_em.bat and platform_emscripten.cpp
You can use SDL mixer, in fact, I was doing that 2 jams ago, but it didn't have support for something I wanted (can't remember what it was), so I'm directly messing with the audio samples now using just SDL (shared_between_platforms.h)
The pressure plate things looked like just another background item, took me a while to see that they actually matter
I liked the art on the cards. Music would've been nice
The cat is a lie
Nice sounds and graphics. Lacking some QoL
This might be the hardest platformer ever made
Amazing submission! I was a little confused at first due to pressing Enter instead of Space
Very cool art
Very nice level design, graphics, everything really. Got the 20 triangles!
Very cool intro
My brain too small
I liked that it was simple (not easy!)
Took me a minute to understand what the game is about, but after that it was a smooth experience
Good entry, nothing to complain about really
In my opinion the game design flawed. I have 3 problems:
1) No clear goal/objective to beat
2) Fixed amount of time to beat it, which means that no matter how good I get, I can never beat it faster than someone else (and I think the gameplay is not interesting enough to warrant 10 minutes of it)
3) Way too much micro-managing. The better I try to play, the more annoying it becomes, which leads to me wanting to "play it safe" (having 3 trains that can never intersect), but then if I do that, there is no gameplay at all, it's just an idle game
The game looks nice though
That's the one I got Sprite-0001.png
Looks and sounds great, but way too much micro-managing for my taste.
Surprisingly fun. Wish there was a button to have the caveman repeat the question.
Very good entry. A little confusing at first, but once you get it it's a fun game. An undo button would've amazing.
I think the game is too slow. It'd be more fun if you could dash, let's say, 5x as often (and make it harder if necessary to compensate). Lots of idle time as it currently is
My old membrane keyboard can't handle pressing 3 arrow keys at once, it's unfortunate
Graphics are great!
Good difficulty, it was fun (minus the small clicking/scrolling bugs)
It took me way too long. Camera controls are also a bit awkward.
@xientra There is a tutorial for it at level 4, but you can beat it without actually attacking any enemies, which is my mistake!
@hagamosvideojuegos The movement stopping happens when you have a "free action" available, which you get from killing enemies or the powerups. I should have explained it!
@aurel300 Very fair.
I set a goal of 20 levels and pretty much ran out of ideas around the last 5.
The portal thing is not a "guessing" game (though I didn't explain it at all). The way portals work is that they teleport you to the nearest not yet-used portal, so no matter what you do the first portal that you enter will teleport you to the one next to it, then the remaining one will teleport you to the one on the other side of the wall.
@andriybyelikov The leaderboard service I use can (rarely) go down, so I guess that's what happened, although it shouldn't crash afaik, it should just get stuck on "Getting leaderboard...".
As for the timing, I always try to make my games speed-runnable, and one of the ways I tried for this game was so that instead of a set timer, the earlier you "act", the earlier you get your next "action" (so tapping W on time is way faster than waiting for the auto-move). Unfortunately this meant that synching the "actions" to the music was not possible (or at least I don't know how to do it).
@sariiger Not a skill issue! That level is badly designed. The enemies should be pushed back so that the timing is not so tight/unfair
@rogual Thank you, this is great feedback!
1) Makes sense. While developing I never really looked at the indicator. I got used to the "rhythm" over time, so I kind of forgot about how difficult it might be for others.
2) Agreed. I think if I did shadow mapping, that would have helped a lot with depth perception, but I didn't quite have time.
3) Agreed on "free moves". However there is no health in the game, though I can see why you thought there was. There are 2 aspects to this. When you try to perform an action on the wrong timing, I let you know by a red flash, this has no gameplay effect. The other thing is that if "lose" (you JUMP into the next level portal with a wall behind it while being only 1 tile away from the portal, which makes you "die" because you jumped into a wall), I play the "losing" effect, which starts a timer. During that timer, if you start "winning", it overrides the "losing", but you already saw the red effect. Hopefully that makes some sense. It's basically a programming skill issue.
4) I added the auto-walk as a way to have add some "pressure" to the early levels, where otherwise it would be basically impossible to lose. But the later levels are already difficult enough without it, so yeah, in hindsight the auto-walk is bad and be removed.
For the portal thing, I'll copy paste a previous message where I explained how they work:
The portal thing is not a “guessing” game (though I didn’t explain it at all). The way portals work is that they teleport you to the nearest not yet-used portal, so no matter what you do the first portal that you enter will teleport you to the one next to it, then the remaining one will teleport you to the one on the other side of the wall.
@t-c Thank you for playing!
You're not the only one who missed that you can attack. It's my fault for not FORCING you to attack by making the level impossible otherwise!
@sharky3188 Thanks for playing. The first level with enemies does have a "tutorial" (text in the top right corner that tells you to attack), but I should have made the level 1 tile wide so that you cannot beat it unless you attack. A lot of people miss it.
Having a goal a would've been nice. Also I think the player's projectiles should move way faster, it'd be more satisfying
Great graphics. The gameplay gets repetitive quick
Very immersive
I think it would've been better to have each work shift start at 0 points and require you to get to X points, rather than having to "work" for a set amount of time. One problem with the current system is that if you very well on shift 1 and get a lot of points from it, you can essentially AFK the new few levels and still beat them.
I would have liked some goal to motivate me to keep going, like "reach 30 population" or something like that
I would have liked to have more levels, shorter. The level visuals not updating as you move when you are not sending out a signal was confusing at first, but I guess it makes sense for the game.
Could be longer
Very high quality. Gets a little repetitive
Cute indeed! A little too much waiting for my taste, but great entry regardless